Through the year, the Serious Games Association (Singapore) and the Serious Games Hub @ TP runs several continuous education workshops. They include but are not subjected to the following. Do check regularly to this webpage on the workshop schedules and new workshops available.
INTRODUCTION TO WEB 2.0 TECHNOLOGIES
Web 2.0 is used to describe a new generation of web services and applications, with an increased emphasis on human collaboration and social networking Basically, the World Wide Web’s “second generation” does not refer to any specific change in technology, but a change in how we are using the Internet such as blogs, wikis, RSS, YouTube, and social networking sites like Facebook, LinkedIn. Learners will get to appreciate the second generation of internet. Basically, a “second generation” of the World Wide Web does not refer to any specific change in technology, but rather how we all are using the Internet.
GAMIFICATION OF LEARNING AND INSTRUCTION
Examines the applications of game elements, game mechanics and gamification within a working environment. Learners work with a variety of gamification tools to understand how the tools can be utilized for the design and delivery of corporate training environments, classroom instruction, online and in mobile learning environments. Aspects of gamification explored include intrinsic versus extrinsic motivation, feedback loops, the role of storytelling and characters and the application of points, badges and leaderboards. Emphasis is given to the design, implementation, and assessment of using gamification, game elements, game mechanics and game thinking for learning.
INSTRUCTIONAL GAME DESIGN
Examines the theory and practice of instructional game design from the perspective of creating games to teach and reinforce content. Learners conduct a needs analysis, produce design documents, produce prototypes, acquire sign offs on the project, and produce an instructional game. Learners also evaluate the efficacy of several different types of games designed to promote learning and training.
GAMES, SIMULATIONS & SCENARIO-BASED LEARNING
Examines the design of scenario-based games for instructional settings. Learners work with a variety of scenario-based designs, concepts, and tools to understand how they can be utilized for the design and delivery of corporate training environments, classroom instruction, online instruction, and for mobile learning environments. Aspects of scenario-based learning explored within this course include design of challenges, creation of choices, and incorporation of consequence feedback loops. Specific emphasis is given to the design, development, and assessment of scenario-based learning.
UNDERSTANDING THE VIRTUAL WORLD AND ITS APPLICATIONS
Explore the philosophical and methodological underpinnings of understanding learning and applications using in the virtual worlds, identify and analyse the factors that support learning or use case in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied. The links between real world applications and a virtual world and learning in the physical world are made apparent throughout.