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STANFORD UNIVERSITY
“Anyone who tries to make a dis2nc2on between educa2on and entertainment
doesn't know the first thing about either.” Marshall McLuhan
GAMES & LEARNING Conference May 29, 2014
CERAS 101 3pm-‐7pm
mediaX is Stanford's catalyst for industry and academic research partnerships on the impact of informaMon and technology on society. Drawing on the world class capabiliMes of over 90 Stanford research leaders and their graduate students, mediaX sMmulates fundamental insights into innovaMon, helping accelerate successful outcomes. mediaX is a forum for virtual and physical meeMngs, an incubator of ideas, and a programmaMc framework to encourage and support mulM-‐disciplinary research iniMaMves. Its mission is to provide new insights on the relaMonship between people and technology, how technology affects people's lives, how to beUer design products and services to make them more usable (and more compeMMve in the marketplace), and the innovaMve use of technology in research, educaMon, art, entertainment, commerce, communicaMons, and naMonal security. mediaX is the industry-‐facing program of HSTAR. mediaX has an open and collaboraMve culture and outlook. Stanford researchers have trusted relaMonships with researchers in mediaX member companies. Corporate members have a unique chance to benefit from the exchange of creaMve ideas; interact with researchers on criMcal quesMons; brainstorm on product development; collaborate with other member companies and make important connecMons. Members have early access to premium content and opportuniMes to influence key outcomes and sponsor visiMng scholars. The mediaX VisiMng Scholar program helps world-‐changing innovators from academia, government, the non-‐profit sector and industry become part of the Stanford community and amplify the impact of their remarkable projects and acMviMes. Scholars are drawn from many disciplines that reflect the diversity of the mediaX community. hUp://mediax.stanford.edu [email protected]
About
Schedule May 29th, 2014
3:00 -‐ 3:05pm Welcome and Introduc2on Martha Russell, mediaX at Stanford University
3:05 -‐ 3:15pm Spirit of Innova2on Challenge Nancy Conrad, The Conrad Founda=on
3:15 -‐ 3:45pm What Makes a Game Fun? The Art & Science of Natural Funa2vity Noah Falstein, Google Inc.
3:45 -‐ 4:05pm Crowd-‐sourcing and Gamifying Technical Exper2se Rhiju Das, Stanford Biochemistry
4:05 -‐ 4:20pm Hybrid Tangible Interfaces for Experien2al Learning in Teams Ingmar Riedel-‐Kruse, Stanford Bioengineering; Paulo Blikstein, Stanford Graduate School of Educa=on
4:20 -‐ 4:35pm Recas2ng the History Text as My Story Jeremy Jimenez, Laura Moorhead, Molly Bullock, Graduate School of Educa=on
4:35 -‐ 4:50pm Rela2onal Networks for Innova2on Ecosystems in Educa2onal Technologies Martha Russell, mediaX; Kaisa S=ll, VTT; Jukka Huhtamäki, Tampere University of Technology; Neil Rubens, University of Electro-‐Communica=on
4:50 -‐ 5:00pm Work in Progress, Learning Design & Technology Karin Forssell, Stanford Graduate School of Educa=on
5:00 -‐ 5:30pm *Break 5:30 -‐ 6:00pm It Looks Like They're Having Fun, But Are They Learning?
Daniel Schwartz, Stanford Graduate School of Educa=on 6:00 -‐ 6:15pm Ge^ng Personal -‐ Embedding Ac2ve Social Agents in Learning Tools
Nik Martelaro, Stanford Mechanical Engineering 6:15 -‐ 6:30pm A New Screen Every 19 Seconds: How Young People View TV, Movies, Work
And The Web On Their Laptops Byron Reeves, Stanford Communica=on
6:30 -‐ 7:00pm Game Narra2ve and Storytelling Beth Rogozinski, Transmedia SF
*Demonstra2ons by Jesse Day, Cindy Chang, Petr Johanes & Great Thavapa7kom from Stanford Graduate School of Educa2on in CERAS Lobby
Schdule
Spirit of Innovation Challenge Nancy Conrad Founder & Chairman, The Conrad Foundation The Spirit of Innovation Awards, is a global competition which challenges high school students to combine education, innovation and entrepreneurship to create products that address the real-world challenges and global sustainability.
Nancy Conrad, is a highly accomplished teacher, author, publisher, entrepreneur, and public speaker, Nancy Conrad is perhaps best known globally for her tireless leadership and ardent advocacy for transformative education. Conrad delved into the world of space, beginning as a speechwriter for her late husband Pete. Conrad later co-authored Pete Conrad’s inspirational biography, Rocketman, published by Penguin. Other noted space writings include interviewing Apollo 11 astronauts for One Giant Leap for Mankind, a publication chosen by NASA as the official book for the 25th anniversary of the first lunar landing. She also co-founded Pepper Pike Graphix, an educational comic book publishing company that produced such pieces as Moon Shot the Flight of Apollo 12, which was used by actor/director/producer Tom Hanks as a source of research for the HBO series “From Earth to the Moon”.
Presenters
The Art & Science of Natural Funativity
Noah Falstein Chief Game Designer, Google Inc. Marshall McLuhan said, “Anyone who tries to make a distinction between education and entertainment doesn't know the first thing about either.” A controversial statement with a lot of validity at the core, as well as some wiggle room. This talk will speculate on the evolutionary basis of fun, and how modern game developers think about learning in games.
Noah Falstein is a professional game developer since 1980, Falstein was one of the first ten employees at LucasArts, 3DO, and Dreamworks Interactive. He has been a key contributor to many games, notably including Sinistar, Secret of Monkey Island 1-2, Indiana Jones and the Fate of Atlantis, ReMission and Neuroracer. Falstein was the first elected chairman of the IGDA, is a published author on game design issues, and for 17 years was a freelance designer/producer of entertainment and serious games before joining Google as Chief Game Designer in 2013.
Presenters
Presenters
Nucleic Acid Design Rules from a Massive Open Laboratory Rhiju Das Assistant Professor, Biochemistry & (by courtesy) Biophysics and Biomedical Informatics Self-assembling nucleic acids present compelling substrates for the rational interrogation and control of living systems. However, imperfect in silico models —even at the secondary structure level — hinder the design of new molecules that function properly when synthesized. Here, we present a potentially general approach to such empirical problems: the Massive Open Laboratory.
Rhiju Das' lab strives to make the engineering of biomolecular systems as agile and engaging as the engineering of software. The lab focuses on RNA molecules and RNA/protein systems, developing computational and high-throughput chemical tools for the rapid modeling and design of these molecules. Most recently, the lab's 'eterna' project has crowd-sourced research in RNA nanotechnology to over a hundred thousand citizen scientists, integrating actual wet-lab feedback into a videogame interface. Das trained in particle physics and cosmology at Harvard and Cambridge before switching to molecular biophysics during his Ph.D. at Stanford and postdoctoral work at the University of Washington.
Presenters
Hybrid Tangible Interfaces for Experiential Learning in Teams Ingmar Riedel-Kruse Assistant Professor, Bioengineering We developed and tested a scalable and cost- effective bifocal online experimentation platform for science and engineering education, and to measure learning outcomes – experimental platforms with technological infrastructure for remote, scalable wet labs. One platform permits chemical stimulation of cell culture systems; the other platform permits real life interaction with microorganisms and provides real time feedback to users.
Ingmar Riedel-Kruse Assistant Professor in the Bioengineering Department and (by courtesy) Schools of Engineering and Medicine. He has made significant contributions to understand the biophysics of collective behavior in various fields, such as molecular motors in sperm tails and neuronal synchrony in insect olfaction. Riedel-Kruse has always been interested in inspiring and educating the general public about these fascinating biological phenomena. To increase his efforts’ educational impact, Riedel-Kruse has invented biology games termed “biotic games”.
Presenters
Presenters
Recasting the Textbook as On-demand, Collaborative Collection of Historical Narratives Through Primary Documents & Interactive, Touch-based Devices
Jeremy Jimenez Teaching/Research Assistant and Doctoral Candidate at Stanford’s Graduate School of Education Our research explores the innovative ways that educators can teach history through the synthesis of primary-source documents and digital technology. Our yearlong exploratory effort culminated in a school intervention in which students from public school authored their own interactive digital history textbooks, as a way to expand their view of global history through multiple perspective-taking using primary-source material from the Hoover Archives, the U.S. National Archives and Records Administration, and various international online archives.
Jeremy Jimenez has taught Ancient and U.S. History, Contemporary World Issues, and I. B. Economics at a variety of middle and high schools across the world, including urban and suburban schools in New Jersey, two international schools in Venezuela, and as a guest lecturer to dozens of schools across Norway as a Fulbright Roving Scholar. His current research focuses on the development of empathy towards marginalized individuals and communities in history curriculum and pedagogy by examining hundreds of cross-national social studies textbooks during the past century as well as contemporary pedagogical practices in U.S. history classes.
Presenters
Laura Moorhead, Doctoral student, Learning Sciences & Technology Design program at Stanford's Graduate School of Education Our research explores the innovative ways that educators can teach history through the synthesis of primary-source documents and digital technology. Our yearlong exploratory effort culminated in a school intervention in which students from public school authored their own interactive digital history textbooks, as a way to expand their view of global history through multiple perspective-taking using primary-source material from the Hoover Archives, the U.S. National Archives and Records Administration, and various international online archives.
Laura Moorhead is a doctoral student in the Learning Sciences & Technology Design program at the Stanford University School of Education. She works to improve educational practice in the areas of primary sources and technology and to help scholars find new ways of combining critical literacy and open access. She is currently researching the NIH Public Access Policy and working to assess its potential value for both physicians and patients. This National Science Foundation-backed effort considers whether access to published research can be expected to make a difference in the services physicians provide and the services patients opt to receive. Laura also works on a MediaX-backed project to recast the history textbook as an on-demand, collaborative collection of historical narratives through primary documents and interactive, touch-based devices.
Presenters
Recasting the Textbook as On-demand, Collaborative Collection of Historical Narratives Through Primary Documents & Interactive, Touch-based Devices
Relational Networks for Innovation Ecosystems in Educational Technologies Martha Russell, Executive Director of mediaX at Stanford University and Senior Research Scholar with the Human Sciences Technology Advanced Research Institute at Stanford. Educational institutions are wellsprings of innovations for new companies based on games and learning – social media, software as a service, content curation and distribution, hosting services, on-demand learning, evaluation tools, and instructional support. Networks of innovators reveal relational capital through which talent, information, and financial resources flow.
Martha Russell is Executive Director of mediaX at Stanford University and Senior Research Scholar with the Human Sciences Technology Advanced Research Institute at Stanford. She leads business alliances and interdisciplinary research for mediaX at Stanford University. With people and technology as the intersecting vectors. Russell’s background spans a range of business development, innovation and technology-transfer initiatives in information sciences, agriculture, communications, and microelectronics - for businesses, universities and regional development organizations. With a focus on the power of shared vision, Russell has developed planning/evaluation systems and consulted regionally and internationally on technology innovation for regional development.
Presenters
Kaisa Still , Research Scientist at VTT Technical Research Centre of Finland and mediaX Visiting Scholar Educational institutions are wellsprings of innovations for new companies based on games and learning – social media, software as a service, content curation and distribution, hosting services, on-demand learning, evaluation tools, and instructional support. Networks of innovators reveal relational capital through which talent, information, and financial resources flow.
Kaisa Still is a mediaX Visiting Scholar and studies knowledge management and innovation management and Research Scientist at VTT Technical Research Centre of Finland. Her special interests include the coordination of knowledge-based activities with network orchestration and the role of technology in supporting those. Still has versatile experience in Finland, USA and China. She has a M.Sc (Engineering) in Industrial Engineering and Management, and Ph.D. in Information System Sciences. Her research has received funding from Tekes (the Finnish Funding Agency for Technology and Innovation) for Relational Capital for Innovative Growth Companies and from VTT’s newly created ICT organization “Digital Service Research” which is looking at system architectures, mobile and other services and business, concentrating on utilization of ICT technology and on value-driven service business. Still is a founding member of Innovation Ecosystems Network, a mediaX based initiative about transforming innovation ecosystems.
Presenters
Relational Networks for Innovation Ecosystems in Educational Technologies
Jukka Huhtamäki , Researcher and instructor at the Intelligent Information Systems Laboratory (IISLab) at Tampere University of Technology Educational institutions are wellsprings of innovations for new companies based on games and learning – social media, software as a service, content curation and distribution, hosting services, on-demand learning, evaluation tools, and instructional support. Networks of innovators reveal relational capital through which talent, information, and financial resources flow.
Jukka Huhtamäki is a researcher and instructor at the Intelligent Information Systems Laboratory (IISLab) at Tampere University of Technology and a founding member of the Innovation Ecosystems Network. His research interests include visual social media analytics, methods of streamlining social network and information visualization, user and information modelling, and development of methods and implementation technologies for social, adaptive and distributed hypermedia. Huhtamäki , an HSTAR Visiting Scholar, is a project manager for TUT Hypermedia Laboratory and doctoral student working on social network analysis, knowledge modelling and visualization, and measurement of relationship capital.
Presenters
Relational Networks for Innovation Ecosystems in Educational Technologies
Neil Rubens, Assistant Professor at the Knowledge Systems Laboratory, University of Electro-Communications, Japan Educational institutions are wellsprings of innovations for new companies based on games and learning – social media, software as a service, content curation and distribution, hosting services, on-demand learning, evaluation tools, and instructional support. Networks of innovators reveal relational capital through which talent, information, and financial resources flow.
Neil Rubens is the Director of Active Intelligence Research Group and is a founding member of the Innovation Ecosystems Network at Stanford University. He holds an M.Sc. degree from the University of Massachusetts and a Ph.D. degree from the Tokyo Institute of Technology - both in Computer Science. He studies concepts of learning and intelligence from cognitive and computational aspects. He pioneered a concept of Active Intelligence – a system that learns actively in an unsupervised or semi-supervised manner. Systems based on Active Intelligence have been utilized in a variety of projects in the domains of e-Learning, Business Intelligence, and Knowledge Management. Rubens authored chapters on the topics of machine learning, active learning and recommender systems published by MIT Press and Springer. His research has received funding from corporations and governments of Japan, US and Sweden
Presenters
Relational Networks for Innovation Ecosystems in Educational Technologies
Work in Progress, Learning Design & Technology Karin Forssell, Director, Learning, Design & Technology Master's Program and Lecturer, Stanford Graduate School of Education The Learning, Design & Technology Program is a year-long master's program in the Graduate School of Education. It prepares professionals to design and evaluate educationally informed and empirically grounded learning environments, products, and programs that effectively employ emergent technologies in a variety of settings.
Karin Forssell is the Director of Learning, Design & Technology Master’s Program at Stanford University’s Graduate School of Education Forssell’s research interests include the measurement and nature of Technological Pedagogical Content Knowledge (TPCK or TPACK) the roles of social networks in motivating and supporting teacher technology use, and the features of digital tools that make them useful in the classroom context
Presenters
It Looks Like They're Having Fun, But Are They Learning? Daniel Schwartz, Professor of Education and Founder/Director of the Awesomely Adaptive and Advanced Learning and Behavior Lab at Stanford University Done well, videogames are much more than a motivational overlay for otherwise repetitive tasks. They can excel at providing compelling experiences. Most school-inspired measures of learning, however, emphasize explanation over experience. They are a mismatch for the experiential outcomes of videogames. We show how to measure potential benefits of videogames that can prepare students to learn in school..
Daniel Schwartz is Professor of Education and Founder/Director of the Awesomely Adaptive and Advanced Learning and Behavior Lab at Stanford University. He is a member of the NSF-funded Science of Learning Center called LIFE and Stanford’s H-STAR Institute. Dr. Schwartz taught middle-school for many years, before undertaking a PhD in Human Learning and Cognition at Columbia University. The AAA Lab creates pedagogy, technology, and assessments that prepare students to continue learning and adapting. Our niche is the integration of cognitive science methods with years of classroom and programming experience to create novel and carefully tested technologies and theories of learning. A theme throughout our research is how people’s facility for spatial cognition can inform and influence processes of learning, instruction, assessment, and problem-solving.
Presenters
Getting Personal - Embedding Active Social Agents in Learning Tools
Nik Martelaro , Graduate Student, Mechanical Engineering at Stanford University What if the thing being created takes the role of an active social agent in the creative experience itself and can increase engagement for learning?
Nik Martelaro is a 2nd year PhD student at the Center for Design Research exploring prototyping and human robot interaction. He’s interested in the design of future tools of creation and how we can use computation and “smart” products to enhance our design abilities. One of the most striking outcomes of our study was how powerful the agent interest manipulation was in engaging the students in short, meaningful conversations. We found that a shift from external to embedded agents can positively influence learning processes and outcomes while not affecting perceptions of the agent. Embedding the agent can make the learning task seem less stressful.
Presenters
A New Screen Every 19 Seconds: How Young People View TV, Movies, Work And The Web On Their Laptops
Byron Reeves, Paul C. Edwards Professor of Communication, Co-Founder and Faculty Director Emeritus of mediaX at Stanford University Results of new research on multi-tasking reveal how arousal relates to switching screens and suggests how analytics must evolve to measure engagement
Byron Reeves is the Paul C. Edwards Professor of Communication at Stanford University and Co-Founder and Faculty Director Emeritus of mediaX at Stanford University. He has published extensively on the psychological processing of interactive technology with an emphasis on emotional responses to media. He is the author with Leighton Read of Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete and the co-author with Clifford Nass of The Media Equation: How People Treat Computers, Television and New Media Like Real People and Places. Reeves has worked extensively with industry, including two years at Microsoft Research, working on early designs that leveraged social responses to media in enterprise applications. Reeves is Co-founder of Stanford’s H-STAR Institute and is Co-founder and currently working with Seriosity, Inc., a company-building enterprise software that uses the successful ingredients of engaging games to change how people work.
Presenters
Story Telling Meets Technology: Game Narrative and Storytelling in Education Beth Rogozinski, Founder, Transmedia SF Today’s modern and pervasive technologies have allowed entertainment, communications and education to develop multi-screen, multi-modal storyworlds that can engage and delight audiences like never before. We will examine these transmedia trends and explore the power of storytelling to create empathy, relevance and meaning, and to improve interest, understanding and retention.
Beth Rogozinski is a serial entrepreneur, author, instructor and transmedia producer. She was on the founding team of the world renowned Multimedia Studies Program at SFSU and was the Executive Director of the DigiQuest Learning Center. Beth previously worked with Silicon Graphics (SGI), 3Ware and Macromedia. She was a founder of Systrum Media Consultants, Signal 2 Productions and D2S Games. She has helped produce and publish more than 30 casual games and apps and is an advisor to many start-ups such as Grimm Bros Games, Ponga, Digify, Major League Wizardry and the Mobile Monday Momentum Accelerator. Beth was recently named Chief Content Officer for an eHealth company, Pear Therapeutics, where she creates and curates interactive digital content for treating CNS disorders, including psychiatry, neurology and pain. Through Transmedia SF, an agency/studio, Beth consults on multi-screen, multi-modal communications and entertainment and also develops and produces original transmedia storyworlds. Her current original projects include The Future of Entertainment and Madame Mars: Women and the Quest for Worlds Beyond.
Presenters