Podcasts about tiltfactor

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Best podcasts about tiltfactor

Latest podcast episodes about tiltfactor

Medical Mnemonist (from MedSchoolCoach)
73 Game Learning for Clerkships and Residents with Michael Cosimini MD

Medical Mnemonist (from MedSchoolCoach)

Play Episode Listen Later Oct 15, 2020 23:34


Dr. Michael Cosimini discusses gamification and games for clinical education. Dr. Cosimini is an Assistant Professor of Pediatrics at the Keck School of Medicine at USC, and the author of Empiric, a card game for learning guidelines-based antibiotic selection. [02:08] Challenges of Creating Games for a Clinical Setting [02:56] Gamification Versus Serious Games [07:22] How to Balance Between Entertainment and Education [08:09] Tabletop Games Versus Video Games [12:23] How Medical Students Can Apply Games to Their Learning [13:49] How Empiric Works [20:21] How to Find Out More About Michael & Empiric Gamification Versus Serious Games Many medical instructors already gamify their educational content, for example, by transforming a PowerPoint slide into a game of Jeopardy, giving out stickers for accomplishments, and having a leaderboard in class. An example of gamification in the literature is when surgical residents performing laparoscopic procedures were split into competing groups. The randomly selected students who trained in this gamified setting trained longer and performed better. Dr. Cosimini does support gamification, but he more strongly promotes “serious games” which go beyond gamifying existing educational content, to creating a game for the purpose of education, rather than pure entertainment. For example, the game GridlockED, which resembles Clue, trains players to handle emergency room throughput. Michael’s card game, Empiric for learning antibiotic selection is also a serious game. How to Balance Entertainment and Education in Games To help find the appropriate balance between entertainment and education, Dr. Cosimini emphasizes the importance of testing the outcome of a game, to see what students have actually learnt. As a rule of thumb, be respectful of the player’s time. Do not have a game that is long, unless there is evidence that shows that this contributes to the learning process. Tabletop Games Versus Video Games Dr. Cosimini promotes tabletop games over digital or video games for medical education. He cites a study by Mary Flanagan of Tiltfactor, a game design company. The study compared the iPad and tabletop version of Pox: Save the People, a game about disease spread. With the tabletop version, people tended to interact and work together more, which is important for the social aspect of learning. How Medical Students Can Apply Games to Their Education Creating their own card games might be too involved, and too time-consuming for a medical student. Students can instead use off-the-shelf card games from resources such as East Midlands Emergency Medicine Educational Media, #EM3, which provides games for learning about pediatric EKGs, pediatric dermatology, and pediatric and adult orthopedics. For instructors, Michael recommends MedEd. He of course also recommends his own game Empiric, for learning about antibiotic selection, and his upcoming game about emergency medicine. These games are more helpful for clinical education i.e. for medical students on their clinical rotations, or for residents, and less helpful for first and second year medical students. How Empiric Works Empiric is based on the American Academy of Pediatrics (AAP) Red Book, 2018-2021. Dr. Cosimini includes visual cues — such as color coding — for facts such as the mechanism of delivery and the spectrum of activity, to enable students to memorize facts more quickly. It can be difficult to keep up with the changing facts around antibiotic resistance, and other antibiotic research. Currently, Dr. Cosimini does this by updating the printable card decks online, after the research is updated. Check out Empiric’s Twitter, Instagram, Facebook, and website. The website includes a list of medical and non-medical card games. Sign up for a Free Coaching session with Chase DiMarco, sponsored by Prospective Doctor! You can also join the Med Mnemonist Mastermind FB Group today and learn more about study methods, memory techniques, and MORE! Do check out Read This Before Medical School. Like our FreeMedEd Facebook page and find our Medical Micro course, blog posts, and podcasts at FreeMedEd.org! Feel free to email any questions or comments.

Ludology
Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo

Ludology

Play Episode Listen Later May 31, 2020 68:04


Emma and Gil welcome Dr. Mary Flanagan, designer of Monarch, Visitor in Blackwood Grove, Buffalo, Awkward Moment, and plethora of other games in a myriad of styles and platforms, from party to strategy on digital in tabletop. Dr. Flanagan is also an artist, having exhibited works (many game-related) all around the world, and teaches game design at Dartmouth, who also hosts her game design and research lab, Tiltfactor. We discuss designing games from the perspectives of fun and meaningful change. How does one make a transformative game that players actually enjoy, but that is still effective at building empathy and fighting prejudice? CONTENT WARNING: There is a brief mention of racial prejudice, and sexual assault in literary works towards the end of the episode. SHOW NOTES 0m21s: "Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo" is a grammatically correct sentence. This video explains it, and other lexically ambiguous sentences. 1m21s: Tiltfactor, Dr. Flanagan's game design and research lab at Dartmouth  1m57s: If you're reading this, congratulations, you're reading the show notes! 3m58s: Professor Scott Rogers covered The Game of The Goose in Biography of a Board Game 221.5. 4m27s: For more information on these French Revolution-themed versions of Game of the Goose (Jeu de la Revolution Francaise), check out page 17 of this PDF. It's also interesting to note that Robespierre attempted to install a new state religion for France during the Revolution, the Cult of the Supreme Being (Culte de l'Être suprême); it's entirely possible that its dogma was reinforced through things like board games. Perhaps it also helped with the bizarre decimal-time-based calendar that Robespierre couldn't get to stick, but that still frustrates historians to this day. 5m30s: More information about Dr. Flanagan's book, Critical Play. 6m39s: The Landlord's Game by Lizzie Magie is the game that Monopoly was based on. 7m51s: September 12: A Toy World is a game where a player is trying to kill terrorists by firing missiles at a village. But every terrorist you kill creates more terrorists, as the locals get angrier at your actions. Soon, the village is gone and you are surrounded by terrorists. There is no way to win the game through shooting. 7m56s: Paolo Pedercini also makes commentary games. (Note that this link contains adult content.) Jump to the McDonald's Videogame here.  8m13s: More info on Profit Seed. 8m33s: More info on Layoff. 9m40s: More info on Pox: Save the Puppies. 10m32s: "Designing Games to Foster Empathy," the paper Dr. Flanagan wrote with Jonathan Belman. 15m04s: More info about psychological distance. 16m16s: Gil is referring to Ludology 213.5 - The Incan Gold Experiment, run by Dr. Stephen Blessing and research assistant Elena Sakosky. (Gil refers to the game from the original European release's name, Diamant, but it was released in English as Incan Gold.) 19m51s: For a longer discussion on what "fun" means in a game, and on a deeper level, how games create meaning, check out Ludology 201 - Are We Having Fun Yet? 21m20s: More info on the party game Buffalo. 24m14s: More info on social identity complexity 26m13s: More info on the party game Awkward Moment. 31m10s: For more discussion on board games and colonialism, check out Ludology Episode 197 - Empires Up in Arms. For more information about the effects of "terra nullius" in board games, check out this article from Nancy Foasberg. 32m26s: "Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity," by Dr. Flanagan, Max Seidman, and Geoff Kaufman. 34m15s: Dr. Lawrence Summers, president of Harvard University, has suggested that biological differences could explain why there were fewer women in science.  36m18s: More info about Blokus. 39m39s: More info on the strategy game Monarch. 40m04s: Dr. Flanagan's book (with co-author Helen Nissenbaum) Values at Play. 40m18s: Here are some articles on Will Wright and Chris Trottier. 45m12s: More info on This War of Mine: The Board Game and Freedom: The Underground Railroad. 49m05s: More info on Dr. Flanagan's art, including giantJoystick. 50m40s: Gabriel Orozco's Horses Running Endlessly. 51m48s: Dr. Flanagan's paper, with Sukdith Punjasthitkul and Geoff Kaufman, on "Social Loafing." 54m53s: The article in question is "The Mechanical Muse," published in The New Yorker on January 7, 2020. 56m28s: Here's an article in Wired on the paper in question, in which large collections of photos used to train image-recognition software - including one used by Google and Microsoft - were found to amplify exisiting biases.  57m15s: In 2015, Google apologized for their facial recognition software mislabeling Black people as "gorillas."  57m42s: More info about Reload: Rethinking Women and Cyberculture. 58m49s: The story here is "No Woman Born," by C.L. Moore. 1h03m31s: The show will be called "Gameplay: Video Game Culture," at the CCCB in Barcelona, Spain.  1h04m07s: "Max" is Max Seidman, game designer at Resonym and frequent collaborator with Dr. Flanagan. 1h05m41s: We've covered the lightweight interactive fiction platform Twine before on the show, most notably on Ludology 217 - What IF? 

Chips with everything - The Guardian
Gaming for abortion rights: Chips with Everything podcast

Chips with everything - The Guardian

Play Episode Listen Later Jul 22, 2019 21:53


Jordan Erica Webber talks to Laura Hudson, who wrote about video game producers making games that present players with situations where a character might choose to have an abortion. She also chats to Mary Flanagan of Tiltfactor about the potential impact games can have on changing opinions. Help support our independent journalism at theguardian.com/chipspod

Leading Lines
Episode 048 - Max Seidman

Leading Lines

Play Episode Listen Later Nov 19, 2018 40:10


In the game Monarch, players compete to the be the heir to the throne. The game is cleverly designed and has amazing art, but what makes it different is that all the characters are women. The dying monarch is the queen, and players are princesses striving to show their wisdom and strength. Monarch upends some traditional stereotypes, and it does so quite intentionally. The game's designer is Mary Flanagan, and when Leading Lines looked her up, we learned that she’s a professor at Dartmouth College, where she runs a game design and research lab called Tiltfactor. Flanagan and her team design games for social change, like Monarch, and they investigate their effects on players’ beliefs and behaviors. In this episode we talk with Max Seidman, senior game designer at Tiltfactor. Seidman gives us a tour of the Tiltfactor lab and discusses more about Tiltfactor’s research into games and social change. Links • Max Seidman on LinkedIn, https://www.linkedin.com/in/max-seidman-8a017144/ • Tiltfactor, https://tiltfactor.org/ • Pox, https://tiltfactor.org/game/pox/ • Awkward Moment, https://tiltfactor.org/game/awkward-moment/ • Buffalo, https://tiltfactor.org/game/buffalo/ • Monarch, https://resonym.com/game/monarch/ • RePlay Health, http://www.replayhealth.com/ • “Playing Below the Poverty Line,” https://cyberpsychology.eu/article/view/6176/5906 • Derek Bruff’s Agile Learning blog article “Teaching Board Games #2: The Big Picture,” http://derekbruff.org/?p=3349

Leading Lines
Episode 047 - Kimberly Rogers

Leading Lines

Play Episode Listen Later Nov 5, 2018 43:15


Technology doesn’t have to be digital to be useful in teaching. In this episode, we feature an interview with Kimberly Rogers, who uses games and simulations in her sociology courses, two very analog technologies. Kimberly talks about why she teaches with games and simulations, about the importance of role-playing in discussing hard topics, and about the combination of experiential learning and productive failure she’s found useful in teaching her students and challenging her students’ mental models about health and healthcare. Links • Kimberly Rogers’ website, https://www.kimberlybrogers.com/ • @kimberlybrogers on Twitter, https://twitter.com/kimberlybrogers • Tiltfactor, game design for social change, https://tiltfactor.org/ • RePlay Health, http://www.replayhealth.com/ • Photos from Kimberly Rogers’ sociology class, https://twitter.com/DCALatDartmouth/status/1009102648908435462

MIT Comparative Media Studies/Writing
Mary Flanagan, "The Unanticipated Processes And Consequences Underlying Games"

MIT Comparative Media Studies/Writing

Play Episode Listen Later Nov 19, 2013 97:23


Mary Flanagan pushes the boundaries of medium and genre across writing, visual arts, and design to innovate in these fields with a critical play centered approach. Her groundbreaking explorations across the arts and sciences represent a novel use of methods and tools that bind research with introspective cultural production. As an artist, her collection of over 20 major works range from game-inspired systems to computer viruses, embodied interfaces to interactive texts; these works are exhibited internationally. As a scholar interested in how human values are in play across technologies and systems, Flanagan has written more than 20 critical essays and chapters on games, empathy, gender and digital representation, art and technology, and responsible design. Her three books in English include Critical Play (2009) with MIT Press. Flanagan founded the Tiltfactor game research laboratory in 2003, where researchers study and make social games, urban games, and software in a rigorous theory/practice environment. Flanagan’s work has been supported by grants and commissions including The British Arts Council, the National Endowment for the Humanities, the ACLS, and the National Science Foundation. Flanagan is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College.