Thursday, October 24

Concurrent Sessions 10:30 am – 5:00 pm

 

101    CONNECTivity: Building an Appreciative Organization

Room: Siesta Key

Time:  10:30 – 12:00

Presenter:  Stephanie Pollack and Kate Blaine

Have you ever dreamed about what a culture of appreciation could do for you and your organization? Come attend CONNECTivity for a whole different perspective on work and playspaces! Learn about innovative ways to weave appreciation into any organization, big or small, and gain insight on how it can propel your organization forward as a whole.

This session is brought to you from Singapore through your Nasaga-based facilitator, Kate Blaine, interactive videos and a booklet calledConnect. Created by Singaporean students in a U.S. degree program, Connect is an easy-to-follow manual on how to introduce a culture of appreciation into your organization. Catering to a spectrum of personalities ranging from the shy newbie to the daring and ambitious, Connectis filled with an abundance of engaging activities that can be implemented in all sorts of organizations – including yours. The booklet is FREE to download for all conference attendees (and recommended to view previous to attending this session):http://connect.creativefacilitations.com/download-booklet/

 

102    Make Your Best Training Activity Choices Interactive

Room: Tropic A

Time:  10:30 – 12:00

Presenter:  Chuck Needlman

Need a great idea for delivering your next training? Want to WOW your participants with an interactive learning experience? In this session, you will use the Best Choice activity matrix from  NASAGA’s  new Training Activity Book to learn how to select an activity for presenting a training topic of your choice. Working both individually and in groups, you will discover several potential training activities in the book that fit your needs.

 

103    Using Card Activities as Frame Games

Room: Tropic B

Time:  10:30 – 12:00

Presenter:  Thiagi and Raja Thiagarajan

Classification Card Games deal with training topics that contain different categories (such as types of team players) or steps (as in team development stages). Each card has a statement that can be classified into one of the categories or steps. By using the classification category as the suit of the card, we can play any traditional card game (such as Rummy or Euchre).

A deck of Fluency Cards contains four different types of cards. The game involves four challenges, each associated with a different suit of cards. The object of the game is simple: to win as many cards as possible by successfully completing each type of challenge.

A deck of Practical Advice Cards contains 52 cards, each with a piece of actionable advice related to a specific interpersonal skills (such as building trust, giving feedback, or coaching). Fifteen different games can be played with these cards.

In the session, you play a variety of card games on a variety of topics. Later you design your own decks of cards to play all of the games.

 

201   Tension: My Favorite Game Design Mechanic

Room: Longboat

Time:  1:30 – 3:00

Presenter:  Bret Staudt Willet

A few years ago I fell in love with the deck-building game Dominion.  It took me a while to figure out why, but it comes down to a really great game mechanic: tension.  I work with college undergraduates, and one of the great challenges I encounter year after year is how to get students thinking realistically about life after graduation.  After a particularly rousing game of Dominion, I realized that the tension experienced during gameplay was a metaphor for the give and take of life after college.  Balanced Tension: Life After College was born.  I’ve enjoyed leading numerous groups through this game and facilitating conversations following play.  I know my favorite game design mechanic borrowed fromDominion is just one of many great mechanics out there, so I am excited to facilitate a conversation around everyone else’s favorite mechanics.

 

202    Play to Learn: Cafeteria Learning Model

Room: Siesta

Time:  1:30 – 3:00

Presenters:  Jillian Douglas and Jennie Thede

We provide the menu. You choose what you like. Immerse yourself in self-directed, experiential learning with the Cafeteria Learning© model. Discover the four phases—Prepare, Engage, Apply, and Reflect—as you explore the theme of play-based learning. Twelve interactive stations will be available, where you can construct things with playful materials, collaborate with others, complete challenges, and contribute your own discoveries and insights to a real-time e-portfolio, which will be projected live during the session. You’ll also reflect on how you can use Cafeteria Learning in your own work or play. If you’ve got a smartphone, bring it with you!

 

203    It’s a Balancing Act: The Power of Making Good Decisions
R
oom: Tropic A

Time:  1:30 – 3:00

Presenter:  Annalene Hart

Making good decision is a balancing act: too much “gut instinct” may lead us astray; too much reasoning may give us only part of the story.  A balance of heart and mind – intuition and reason – gives us a more complete foundation on which to base our decisions.   Through activities and exercises that release the creative subconscious and enhance self discovery, participants will identify and understand their unique decision making process.  Within their own style, they will learn to use three major steps that lead to making balanced, informed and stellar choices.  Debrief will focus on this decision-making process as well as using these activities in other training venues.

204    Lessons from the Trenches of Digital Game Design

Room: Tropic B

Time:  1:30 -3:00 pm

Presenters:  Sharon Boller and Kristen Hewitt

Yes, everyone is now touting learning games as THE thing to do. And many folks are trying to create digital game play experiences as opposed to “Click NEXT to continue” eLearning. But…when you get started in digital, how do you do it? What best practices should you follow, and what pitfalls should you avoid?  How is the design process the same? How is it different?

This session is a primer on how to get started in digital game design. It outlines tools and techniques to use, shows a variety of games – and mistakes made in creating some of them. It identifies what to do and what to avoid in digital game design. The session spends as much time showing as it does telling, walking participants through several learning games and pointing out factors that influenced the fun and effectiveness of these games. Finally, it offers some tools and templates for people to use in getting started in digital game design.

 

301    Negotiating Success

Room: Longboat

Time:  3:30 – 5:00 pm

Presenter:  Diane Pick

Why do some consultants and trainers negotiate client contracts with ease, while others struggle to “get the gig?”  This session will use a variety of interactive exercises to enhance your ability to reach a successful agreement.  You’ll learn what differentiates a great negotiator from an average one and leave with ideas that will help you professionally and personally.  The debrief will focus on how you can also use these activities to teach negotiations and conflict resolution, as well as how to apply them to other topics and areas of interest

 

302    Photo Jolts! Increasing Clarity, Creativity, and Conversation with Photo-based Activity Decks

Room: Siesta

Time:  3:30 -5:00

Presenter:  Glenn Hughes

Are you looking for activities that help your clients increase clarity, creativity, and conversation? Photo Jolts are a great way to achieve these goals. They provide inexpensive, flexible resources that inspire interaction and introspection for participants. Come to this session and add 20 activities to your facilitation toolkit.

 

303      Global Capture the Flag:  What Ingress Can Teach Us as Trainers and Educators

Room: Tropic A

Time:  3:30-5:00

Presenters:  Greg Koeser, Melissa Peterson

Ingress is a world-wide, capture-the-flag type game pitting two teams against each other to try to control mysterious Portals around the world and change the fate of humanity. By using historic and cultural locations as portals, it encourages walking exploration and engagement with local culture through subversive ARG style elements.

In this session we will familiarize you with the Android game, then hit the Sarasota streets together to play and analyze this mobile ARG. We will regroup at the end and debrief the experience, the Virtual signposts, the community building elements, and how you might take some lessons learned into your own ARG or other game.

 

304    Collaborating with Narrative Simulation

Room: Tropic B

Time:  3:30-5:00

Presenter :  John Murray

Every person has a unique understanding of the world; we learn about characters in stories through their choices at key events. Team building exercises often accost groups with seemingly insurmountable challenges, where the solutions don’t matter so much as how one works as a group to achieving them. Interactive storytelling on the other hand is associated with a path, a read, write and evaluation loop handled by a computer.

In this session, we will explore how to combine the human and the machine to take advantage of both in a “Wizard of Oz” approach. We’ll do this by understanding the effects of contextualizing a simulation in a story and how narrative motivations can be used to provide and elicit insight into the material and one’s audience. Topics will include simulations that can be adapted to this purpose, dramatic elements such as tension and beats, as well as which elements in a system to simulate and which to directly interpret or control.

 

Saturday, October 26, 2013

Concurrent Sessions: 10:30 am — 5:00 pm

 

401     Designing Like a Genius: Analyzing Garry Shirts’ Game Design Decisions

Room: Florida

Time:  10:30 – 12:00

Presenters:  Sandra Fowler and Thiagi

Designing games is both the best and the most challenging part of simulation gaming. How do seasoned gamers solve knotty situations? Maybe we can learn from seeing how someone like Garry Shirts handled choices. Maybe if we know how he started we can see what happened while creating a game like Starpower. Maybe tracking the evolution of a game like BaFa BaFa from inception to present day will give us some clues to Garry’s way of changing his games over time. Maybe we can learn from exploring some of the intended vs spontaneous outcomes for all his games. Maybe we can learn from Garry’s Inventory of Hunches or his Ten Ways to Design a Bad Simulation. In this session, we will share the background we have on Garry’s games and lead an interactive session to explore and learn from Garry’s legacy—his games.

 

402    That’s Life: A Board Game About Investing in Yourself

Room: Tropic A

Time:  10:30 – 12:00

Presenter:  Becky Saeger

In this session, you’ll be transported back to high school graduation, living in your parent’s basement, and either biking it or bumming a ride. With $5,000 in hand you might decide to apply for jobs, choose to go back to school, decide to marry, and possibly start a family. That’s Life is a simulation that allows teens to make decisions about their career, education, and family.  This simulation has been used in middle schools and healthcare career camps to open a dialog about investing in yourself to achieve the goals you want.  It’s regularly rated as a student favorite.

 

403    Blow Them Away With Discrepant Events!

Room: Tropic B

Time:  10:30 – 12:00

Presenter:  Becky Puckett

An attention getting, thought-provoking approach to initiate inquiry is through the use of discrepant events. A discrepant event is a demonstration that puzzles observers, causing them to wonder why the event occurred as it did. These situations leave observers at a loss to explain what has taken place, compelling them to become thoroughly engaged and want to learn more.  It is from this basis that solid learning can take place. Come to this session to find out all about discrepant events and how you can use them to enhance any learning situation!

 

501    Playing Talking Stick – For Empowerment and Connection

Room: Ringling

Time:  1:30 – 3:00

Presenter:  Tamara Stenn

In this workshop the Native American Talking Stick is applied in a new way to better understand intercultural nuances  and empower participants.  This session benefits trainers who work in multi-cultural environments or are working with an  culturally different group either different from themselves or from each other.  Play Talking Stick enables trainers to understand participants’ language and ways of seeing things in order to tailor future trainings to meet participant, client and organizational needs.  Trainers connect more directly with participants making them feel understood and the training more relevant.

 

502   Leaders in Action

Room: Florida

Time:  1:30 -3:00

Presenters:  Kate Blaine

Leadership is an action not a theory. Come and interact with and learn all about Leaders in Action: a unique and awesome leadership game that gives participants an opportunity to put leadership theory into action. For 90 minutes you will be part of a task team put together to capture The Black Widow (one of the criminals who are destroying our City). Your team will be successful only if they are able to score enough leadership points  – in this case earned through the art of brilliant delegation. Come and experience how Leaders in Action can be used to develop leaders, assess leadership abilities and be included in any leadership program as a way to put the theory of leadership into practice.

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503    Human Library: Bringing Books to Life

Room: Tropic A

Time:  1:30 -3:00

Presenter:  Pauline Lynch Shostack

The Human Library project started in Denmark in 2000. The goal of the project is to promote dialogue, reduce prejudice and encourage understanding. During a Human Library event volunteers become “Books” who are willing to share their stories with others. Readers check out “Books” for a set period of time. In this session, participants will have the opportunity to be a “Book” and a reader, and they will also brainstorm how this concept may apply to their own domains as an event, training, or classroom activity. Get ready to join the conversation. What story will you tell?

 

504    Digital Team Building

Room: Tropic B

Time:  1:30 -3:00

Presenter:  John Chen

Learn how to use Digital Team Building Games to build communication, trust and team performance over technology, space and time. Using your web enabled phone, tablet or laptop, you and your teams will go through at least 3 different team building challenges to increase creativity, improve your process, build trust, and increase performance.  Whether your team is located locally or all around the world, this session will show you how you can build your team effectively with technology.

 

601    Create Experience-Based Learning That Works

Room: Ringling

Time:  3:30 – 5:00

Presenters:  Edward Muzio and William Daniels

Learning through simulation proceeds on simple principles: it follows a structured cyclical model, it links experiences to reality, and it affirms that adults already know what they need. Design your own experience-based simulations this way and you’ll create better sessions with stronger impact whether your simulations last two minutes, two hours, or two days. We’ll use our methodology in the session so that you’ll have the same delightful experience that you’ll learn to give your clients.  By experiencing snippets of our simulations, you’ll see how we applied our principles and learn how you can apply them too.

 

602    My Town, An Healthy Experiential Learning Simulation

Room: Florida

Time:  3:30 – 5:00

Presenters:  Mitchell Moore and Ruby Moseley

Do you have what it takes to be successful in “My Town?” My Town is an experiential learning simulation that explores one day in the life of a community whose citizens want a change in their environment. Participants are given roles with simple tasks and asked to work together to create a healthier community. Participant role-play is simple and the tasks that each individual must accomplish within the simulation are based on realistic

 

603      This is not a writing class! Designing and Implementing an Immersive Simulation of Rhetorical Situations

Room: Tropic A

Time:  3:30 -5:00

Presenter:  Jay Johnson

Participants will explore and discuss the design of an alternate reality game course structure used to facilitate student learning and contextual skills application in college-level composition. Theoretical background on situated cognition, composition studies, transmedia, and simulation will be briefly presented. The majority of the session will involve discussion of the use of ARGs outside of STEM. Significant time will be dedicated to participants starting to design their own ARGs

 

604     Games Without Frontiers:  DI in Social Science Classrooms, Training Sessions and Other Venues

Room: Tropic B

Time:  3:30 – 5:00 pm

Presenters:  Charles Gleek, Jason Shaffer, Brandon Boston

Games and simulations allow all students to experience differentiated learning in terms of process, product, and content in a variety of situations and formats. Our session will demonstrate how games and simulations offer a vehicle for differentiated learning environments for students of all skill levels. In addition, our session will offer practical advice on how to situate simulations and games in unit design as an overall strategy to construct authentic learning experiences in classrooms, training sessions, and in demonstrations.