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Games for Learning Summit
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#1
Keynote - The Future of Virtual Reality and Education with Jesse Schell
#2
Keynote - Into the Future, with Magic Leap's Graeme Devine
#3
Keynote - Amplius Ludo, Beyond the Horizon, with Christopher Weaver
#4
Keynote - Sid Meier and Susanna Pollack, in Conversation
#5
Keynote - William Adams and Tracy Fullerton, in Conversation
#6
Keynote - Robin Hunicke on the Importance of Playfulness and Joy in Learning Games
#7
Keynote - Games Reveal Decision Biases: Poker - a Lab for Studying Irrationality, w/ Annie Duke
#8
Progress Report from Richard Culatta
#9
UX in Educational Games
#10
Welcome and Opening Remarks
#11
How the Science of Game Design Can Inform the Science of Games for Change
#12
Keynote - Digital Medicine: The Quest for the First FDA-Approved Game, with Dr. Adam Gazzaley
#13
The 2016 Games for Change Awards
#14
Opening Remarks from Erik Huey
#15
Speed Networking
#16
Welcome Remarks from Colleen Macklin
#17
Panel - From Fantasy to Empathy: Changing Game Dialogue For the Real World
#18
Reaching New Audiences with Interactive Stories: The Power of Genre
#19
Case Study: The Meaning of BEEP
#20
Panel - Funding Games Within the Public Sector: A Conversation Between Funders and Artists
#21
Opening Remarks from Seth Andrew
#22
Industry Circle Town Hall
#23
Workshop - Gamifying the Classroom: Where the Student Becomes the Hero, with Classcraft
#24
Video Games as Meditation
#25
Pro Tips for Breaking into the Education Market
#26
Panel - Rewiring the Brain: Anxiety Treatment Through Gameplay
#27
Failing to Change
#28
Empathy Overload: Choice Matters
#29
Big Picture: A Conversation About Neuroscience
#30
Heal Thyself: What Makes Health Games Work?
#31
Workshop - Transformational Experiences
#32
The White House Call: Games for Grand Challenges
#33
Give Me Your Gun: An Interactive Theater Experience
#34
Panel - How Technology Empowers: VR in the Classroom
#35
Panel - From Player to Developer: Girls in Gaming
#36
Is Hacking the Brain The Future of Gaming?
#37
Panel - More Than Child's Play: Games for Early Learners
#38
Workshop - Includification: Designing Accessible Games
#39
Applying Game Technologies Across Disciplines with Unity
#40
Closing remarks from G4C President, Susanna Pollack
#41
Co-Designing Museums of the Future
#42
Edu-Larps: Live Roleplay in the Classroom
#43
Panel - Rethinking Assessment: Mastery Doesn't Require a Bubble Sheet
#44
Increasing Social Impact: Tools to Design Across Sectors
#45
Workshop - Feats and Flops: Trailblazing the Edtech Market
#46
Democratizing Bio-Sensing Tools With OpenBCI
#47
Making Fitness Fun for Three Million People
#48
Show, Don't Tell: Making Personal Games
#49
Meet the Industry Circle
#50
Gaming for Good: A Disruptive Innovation
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