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16 MAY 2014

Digital Health: emerging healthcare practices through digital convergence

"Digital health is the convergence of the digital and genetics revolutions with health and healthcare. As we are seeing and experiencing, digital health is empowering us to better track, manage, and improve our own and our family's health. It's also helping to reduce inefficiencies in healthcare delivery, improve access, reduce costs, increase quality, and make medicine more personalized and precise. ...

The essential elements of the digital health revolution include wireless devices, hardware sensors and software sensing technologies, microprocessors and integrated circuits, the Internet, social networking, mobile and body area networks, health information technology, genomics, and personal genetic information.

The lexicon of Digital Health is extensive and includes all or elements of mHealth (aka Mobile Health), Wireless Health, Health 2.0, eHealth, Health IT, Big Data, Health Data, Cloud Computing, e–Patients, Quantified Self and Self–tracking, Wearable Computing, Gamification, Telehealth & Telemedicine, Precision and Personalized Medicine, plus Connected Health."

(Paul Sonnier, Story of Digital Health)

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TAGS

big data • Body Area Network (BAN) • cloud computing • connected devices • connected health • digital convergence • digital genetics • digital healthdigital health solution • e-Patients • eHealth • emerging healthcare practices • emerging practices • ePatients • gamificationgamifyinggeneticsgenomics • hardware sensors • health 2.0 • health data • health IT • healthcare delivery • mHealthmobile health • nuviun • patient information • personal genetic information • Personal Health Information (PHI) • personalised healthcare • personalised medicine • precision medicine • quantified self • self-monitoring • self-tracking • social networking • software sensing technologies • superconvergence • technology convergence • telehealth • telemedicine • wearable computingwellbeing • wireless health

CONTRIBUTOR

Simon Perkins
24 FEBRUARY 2014

Project Tango: mobile devices with a human-scale understanding of space and motion

"As we walk through our daily lives, we use visual cues to navigate and understand the world around us. We observe the size and shape of objects and rooms, and we learn their position and layout almost effortlessly over time. This awareness of space and motion is fundamental to the way we interact with our environment and each other. We are physical beings that live in a 3D world. Yet, our mobile devices assume that physical world ends at the boundaries of the screen."

(Johnny Lee, Google Advanced Technology and Projects group)

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TAGS

applied research • auditory cues • game space • gamifying • geographic data • geospatial analysis • Google Advanced Technology and Projects group (ATAP)Google Inc • hide and seek • human scale • human-scale • human-scale understanding • Johnny Lee • mobile devicesmotion • physical beings • physical space • place and route • Project Tango • Project Tango (Google) • research labroboticssensory phenomenaspace • space and motion • spatial analysis • spatial awareness • spatial contextual awareness • spatial environments • spatial location • spatial orientationspatial perceptionspatial relationshipsvisceral experiencevisceral journey

CONTRIBUTOR

Liam Birtles
10 APRIL 2013

PechaKucha 20x20: a speaking and sharing short form

"PechaKucha 20x20 is a simple presentation format where you show 20 images, each for 20 seconds. The images advance automatically and you talk along to the images. ...

PechaKucha Nights are informal and fun gatherings where creative people get together and share their ideas, works, thoughts, holiday snaps –– just about anything, really –– in the PechaKucha 20x20 format."

(Astrid Klein and Mark Dytham)

Note that it is possible to create a self–running presentation in MS Powerpoint through following these steps: http://office.microsoft.com/en–gb/powerpoint–help/set–the–timing–and–speed–of–a–transition–HA010377985.aspx and here: http://www.youtube.com/watch?v=YGVCKCn6jBc#t=2m10s

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TAGS

2003Astrid Kleinaudiencebrevitybrevity is king • communication format • concise • concisiondelivery methoddesign of communicationeffective communicationelevator pitchfun spacesgamifying • gatherings • guest speakers • handshake agreement • image sequence • Mark Dytham • narrative account • PechaKucha 20x20 • PechaKucha Night • PKN • powerpointpowerpoint presentationpresentation design • presentation format • public speaking • sharing ideassharing storiesshort formsocial gatheringsocial meeting • SuperDeluxe • tell stories • telling stories • thinking and drinking • time allotment • Tokyovisual communication

CONTRIBUTOR

Simon Perkins
25 OCTOBER 2012

Storyville: Exploring narratives of learning and teaching, the 2nd annual HEA Arts and Humanities conference, 2013

Date: 29 May 2013 – 30 May 2013

Location/venue: Thistle Brighton, King's Road, Brighton, England, BN1 2GS

The Higher Education Academy's second annual learning and teaching Arts and Humanities conference, 'Storyville: Exploring narratives of learning and teaching' will take place on 29–30 May 2013 in Brighton.

"At the heart of the Arts and Humanities disciplines sit stories–stories which create and recreate worlds, distant and present, stories which inspire and engage, stories which grow imaginations and expand what is thinkable.

Stories are everywhere, and our second annual conference seeks to explore the intersections between narrative and learning and teaching..."

(Higher Education Academy, UK)

TAGS

2013academic identitiesanthologyarchivearts and humanities • assessing creatively • conference • create and recreate worlds • creating stories • curricula designdesigning learning experiencesdisciplinary boundarieseducator • experimental forms • gamifyinggamifying learning and teachingHannah ArendtHEHEAHigher Education Academy • how students learn • how we teach • inspire and engage • Key Information Set (KIS)learning and teachinglearning storiesliterary devicesmetaphormetaphorical representationnaming processnarrative account • narrative and learning • narrative co-creation • narrative framingnarratives of discovery • narratives we teach by • National Student Survey • our stories • pedagogypractice narrativesrehearsal • research-based teaching • sharing stories • social presence • stories • storyville • student journey • students as partners • teaching and learning • teaching methodologies • teaching-based research • telling storiestravelogue • tweeting • tweetsUK

CONTRIBUTOR

Simon Perkins
08 MAY 2011

Gamestorming: structured play for business innovation

"Games come naturally to human beings. Playing a game is a way of exploring the world, a form of structured play, a natural learning activity that's deeply tied to growth. Games can be fun and entertaining, but games can have practical benefits too.

This blog is about games designed to help you get more innovative, creative results in your work. We'll show you not only how to play them but how to design them so they fit your own specific work goals."

(Dave Gray, Sunni Brown and James Macanufo)

Dave Gray, Sunni Brown and James Macanufo (2010). 'Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers', O'Reilly Media

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TAGS

Amazon.comApplebest practicesbusiness innovationchange agentscollaboration • creative results • Dave Gray • design methodsdesign the futureeBayeconomic growthelevator pitchexploringgamegame mechanicgame playing • game principles • games • gamestorming • gamificationgamifyingGoogle IncHewlett-Packardinnovationinnovative companies • innovative people • James Macanufo • learning activity • MicrosoftNetflix • networked economy • Oracle Databasesoftware companies • structured play • Sunni Brown • teamwork • toolkit • tools and rules • visual thinking • work goals • Yahoo!

CONTRIBUTOR

Simon Perkins
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