Thursday, July 31, 2014

Games and Learning Publishing Council New Survey

Connecting documented experiences of teachers about Serious Games


Via: Cooney Center Bits - Teachers and Digital Games Survey

The Games and Learning Publishing Council (GLPC), a project of the Joan Ganz Cooney Center with support from the Bill and Melinda Gates Foundation, recently conducted a survey of 694 U.S. K-8th grade classroom teachers to find out if, when, and how they use digital games in the classroom.

Building on its first national survey of teachers who use games (2011), this year’s survey makes recommendations for future Serious Games development for both industry and educational leaders. The overall goal of this research, led by Lori Takeuchi, is to connect the documented experiences of teachers with other research about video games and learning.

This summer, the GLPC is sharing some of the highlights of the forthcoming report about teachers’ experience using games in the classroom.

So far, it has revealed that a majority of the teachers surveyed use games in the classroom at least once a week (55%) and another quarter have kids play games at least once a month.


Teachers were also asked whether they found games to be useful in assessing student knowledge. The survey found that about 43% of teachers who use games in the classroom use the built-in assessments that come with these games. And of those teachers who use the in-game assessments, the majority use what they learn to modify their lessons, choosing to emphasize areas where students struggled and condensing material that they already understand.

Learn more about the survey results here and here, and look for the full report and analysis, to be published this fall.

About The Games and Learning Publishing Council

With support from the Bill & Melinda Gates Foundation, the Joan Ganz Cooney Center launched in 2011 the Games and Learning Publishing Council (GLPC), a multi-sector alliance convened with field leaders and key investors in game-based learning. 

The GLPC aims to understand the market dynamics and areas of innovation within the game-based education field. It will do so by promoting innovations that are ready for scaling within the GBL field, to develop and disseminate analytical tools, briefs and reports to help “raise the sector,” and to engage policymakers, developers and investors to wisely deploy digital games to advance common core knowledge, and 21st century skills.


Building upon products developed in 2011-2012, the GLPC has conducted the second National Teacher Survey to better understand the factors driving teachers to use games in the classroom as well as the barriers preventing those teachers who do not use games in the classroom.


Submissions Open Tomorrow For 2014 SGS&C

This year’s Special Emphasis Award category is on Serious Games that use social media crowdsourcing as a multi-player opportunity for peer learning and distributed problem-solving


Game submissions for the 2014 Serious Games Showcase & Challenge open tomorrow, August 1 through September 15. Finalists will be notified on October 15 and shall be prepared to attend the I/ITSEC conference to be held in Orlando, Dec 1-4.

The SGS&C, that occurs at each year's I/ITSEC (Interservice/Industry Training & Simulation Conference) in Orlando, FL, is the world’s largest modeling & simulation event, incorporating evaluation teams from Industry, Academia and Government.

All finalists are provided free entry to the conference as well as space in the SGS&C booth to demonstrate their game to a worldwide training, simulation and education audience in Orlando, Florida.

All award winners are announced on the final day of the conference and invited to the I/ITSEC Awards Reception. Finalists are also invited to sit with the Serious Games Showcase & Challenge Planning Committee at the Awards Banquet.

New This Year!

The SGS&C Special Emphasis Award category is open to entries that address a serious challenge or problem using a prescribed technology or technique.  This year’s Special Emphasis is on games that use social media crowdsourcing as a multi-player opportunity for peer learning and distributed problem-solving.

SGS&C is looking for games that use social media to create learner engagement, reflection, and action! The idea is to use social media to scale gameplay to include large groups of people (even thousands!), all contributing to individual and collective learning experiences. For example, games in this category might create a conversation on a topic to help players solve puzzles in a serious game. Social media inputs to gameplay could also include results from polls, feedback, videos, and links—just about anything you can imagine being part of a serious game.

This SGS&C invites entrants to submit their solutions for using social media crowdsourcing as a multiplayer opportunity for peer learning.  Whether for middle and high school, university, defense, or industry, your innovative solution is welcome!


Before entering make sure you read the rules and understand what categories your game qualifies for. Prepare your paper work, taking care in all of your answers. Paperwork does play a role in the judging process. Submit your forms early.


There are 7 awards to be reaped:

Students’ Choice Award – The Students’ Choice Award category was started in 2013 in cooperation with Orange County Public Schools in Central Florida.  The evaluation and award determination now includes many school systems from around the United States.  Unlike the other awards, the Students’ Choice Award will be determined uniquely from a student’s perspective among finalist games that address secondary education topics. 

Best Game Special Emphasis – Social Media Crowdsourcing for Peer – as described above.

Best Game Business Category – This award is commonly the hardest fought award for the historically largest category. The best game entered in the Business category as judged by a panel of evaluators earns bragging rights as the Best Business Game.

Best Game Student Category –Go up against other top colleges and universities through the Challenge! In addition to great I/ITSEC networking opportunities with top-paying employers, this award often comes with high-value sponsor prizes.

Best Game Government Category – Who has the best game ideas: DoD or DHS? US or Australia? These games may have been funded or internally developed by non-academic government agencies. International federal, state and local Governments vie for recognition as the Best Government game.

Best Game Mobile Category – How well does your mobile game deliver in this unique platform? SGS&C evaluators are looking for the game that best leverages the mobile environment.

People’s Choice Best Game – The people of I/ITSEC will get their say. This award is decided by ballots collected from I/ITSEC attendees all week and is not known until the eve of the last day of I/ITSEC.

Important Dates

Sept 5 Game Submissions Close
Oct 15 Notification of Finalists
Dec 1-4 SGS&C at I/ITSEC 2013
Dec 4 Awards at I/ITSEC in Orlando, FL

Game On!

About The Challenge

The Serious Games Showcase & Challenge (SGS&C) was born in 2005 from the desire to stimulate industry creativity and generate institutional interest towards the use of digital game technology and approaches for training and education. 

A partnership was formed with the organizers of Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), the National Training Systems Association (NTSA), and the first SGS&C was held at I/ITSEC 2006. 

SGS&C has been a growing staple of the I/ITSEC event ever since.


Thursday, July 24, 2014

Tygron Serious Games For Spatial Planning

Serious Games streamline the planning process and reduce costs for urban projects


Related posts:

Tygron Serious Gaming is a 3D interactive spatial planning software platform that allows players to negotiate the planning process while sharply reducing costs for urban projects. The platform allows all parties to experiment with different design options, in search of a solution that takes major stakeholder interests into account.

Tygron Serious Gaming improves spatial development by reducing complexity, speeding up decision-making and reducing risks. This increases control over strategic pathways, certainty about the lead time and alignment of the stakeholders.


Based in The Hague, The Netherlands, Tygron is specialized in turning today's complex management challenges with multiple actors, each with unique abilities and interests, in a Serious Multiplayer Game. This is done by using state of the art game technology - Tygron games offer participants an experience to deal with the complexities and challenges associated with each major project of the future, providing insight into the hard and soft edges of each large spatial project.




 Tygron develops virtual, multi actor games which simulate spatial development issues and models their impacts

Founded in 2005 by Maxim Knepflé and Jeroen Warmerdam as a Serious Games and Media company, Tygron has progressively narrowed down its focus towards Serious Games development.

Tygon in one of the more than hundred companies that have started under the wings of YES!Delft - the high tech entrepreneurs center sponsored by the Delft University of Technology (TUDelft) that inspires students, professionals and scientists to make their first steps on the path to becoming an entrepreneur and offers them the necessary support to turn their venture into a success.

Wednesday, July 23, 2014

Virtual Patient Serious Games Market Expects 21% CAGR Over The Period 2014- 2019

Serious Games allowing medical practice at no risks


Related posts:

Via: Meticulous ResearchGlobal Virtual Patient Simulation Market Outlook: 2014-2019

A new market research report published by Meticulous Research states that the Global VPS (Virtual Patient Simulation) Market shall reach $508.7 million by the year 2019, at a CAGR of 21.1% over the period.

The VPS Market Report is segmented by products, technology, geography and end-users.

The products analyzed in this report include various simulation platforms and Serious Games. The report also analyzes some major allied products such as patient simulators and task trainers.

The technologies analyzed in this report are visual techniques, haptic technology, virtual reality technology, tracking techniques, and modeling techniques.

The research report provides in-depth analysis of the VPS Market in four major geographies by segmenting the global market on the basis of major continents, namely, North America, Europe, Asia Pacific, and RoW (Rest of the World) which are further analyzed at a country level. 

North America would be the major market for VPS, followed by Europe, and Asia-Pacific region. The largest share of North America is mainly attributed to the presence of major players in this region and availability of funds from various organizations.

Academics sector is the major end-user of VPS products. This segment is estimated to account for a share of 58.6% in 2014. This is mainly attributed to the availability of government funds and rising focus on training of medical students with advanced technologies.

The report elucidates on many important aspects of the Global VPS Market that facilitate the understanding of this market at a granular level.

The report also provides the competitive landscape of the major players in this market such as Therasim Inc. (U.S.), Simbionix USA Corporation (U.S.), B-Line Medical (U.S.), and Surgical Science Sweden AB (Sweden). Other players in this market include Mentice AB (Sweden), CAE Healthcare (Canada), Dassault Systemes (France), Surgical Theatre (U.S.), Decision Simulation (U.S.), VirtaMed (Switzerland), Simulated Surgical Systems (U.S.), and Voxel-Man (Germany)

Background

The term Virtual Patient Simulation (VPS) refers to the computer based simulations designed for healthcare education.

The VPS Market growth derives from an increasing demand on healthcare professionals’ education and the opportunity for students to practice in a safe environment.


With a special emphasis on the simulation of clinical processes, the individual medical practitioners also find it suitable to practice the complex surgeries on VPS before actually performing them on patients in order to curtail the risk. 

A Serious Game for Total Knee Arthroplasty (Replacement)



CHEST and Simbionix co-developed a portable training solution for EBUS-TBNA. Virtual patient cases offer a realistic anatomical environment based on actual patient data, seamlessly immersed in a controlled, educationally enhanced training environment.



Surgical Science Sweden AB - Basic Skills Core Package, LapSim



HumanSim® Platform



The virtual patients in CliniSpace™ are represented by detailed physiologic and 3D graphic models. The models exchange data with the instruments and devices using a modular approach that also supports addition of devices and tests as appropriate.


About Meticulous Research

Meticulous Research is market research and consulting company based in UK focusing on medical devices, biotechnology, healthcare IT, pharmaceuticals, food and beverages, and agriculture domains.

The company provides solutions to its clients through market research support, data management services & advanced analytical skills and has built strong capabilities in data collection, interpretation and analysis of data including qualitative and quantitative research.