January, 2017

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Material from the Presentation

Below is a link to the PowerPoint slide deck used by the facilitator of this presentation.

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Monday, January 9, 2017

6:00 – 6:30 pm: Networking
6:30 – 8:00 pm: Business Meeting / Program

McNeely Hall, Room 117
2115 Summit Avenue, St. Paul

See University of St. Thomas map at:
http://www.stthomas.edu/campusmaps/stpaul/default.html

ABOUT THE PROGRAM

Game-based learning is a form of game play with specific learning outcomes. It is typically instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world.  Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.

This program will focus on:

  • Elements of game-based learning
  • Critical aspects in game creation
  • Demonstration of two games:  Jeopardy and Dusty the Dragon

ABOUT THE PRESENTER              

Carole Bagley, PhD, is President and Team Lead for The Technology Group, Inc. and holds an adjunct teaching position with the University of St. Thomas. With more than 30 years in the field of instructional technology, Dr. Bagley has made significant contributions to the field by providing project management, e-Learning leadership, instructional design, technology integration, strategic planning, workshops, seminars, publications, and keynote presentations for numerous corporations, international law firms, US Govt. agencies, school districts, and professional organizations throughout the US and internationally in Australia, Tanzania, Scotland, and Russia. Dr. Bagley has been the recipient of numerous honors including: Outstanding International ISPI (Intl. Society for Performance Improvement) member, Outstanding Computer Based Education Professional for ASTD, Invited Keynote address at Global E-Learning International Best Practice Conference, and Who’s Who Among America’s Teachers.  Recent projects have included a virtual-world for the US Dept of Emergency Mgmt, a level 2-3-4 evaluation of a Health Benefits Advisor WBT curriculum for the Health Eligibility Center, and a virtual video game for middle-school students to discourage tobacco use. Dr. Bagley has a keen interest in learning and performance improvement, is passionate about teaching, and realizes that the design and use of e-learning is growing throughout the US and the world.