University of Iowa professor creates flu-education game after death of her son

JJ Neiman-Brown, of Iowa City, died on Feb. 2, 2020, in his sleep. He was almost 3 years old. Doctors after his death determined he was positive for influenza A. His mom, a University of Iowa biology professor, is behind a new educational game teaching kids about how flu spreads and how vaccines work. (Maurine Neiman)

IOWA CITY — On a Sunday in early February 2020 — a day before the country would declare COVID-19 a public health emergency and just weeks before it would join much of the world in moving toward widespread lockdown — 2-year-old JJ Neiman-Brown started acting more tired and worn out than usual.

The Iowa City toddler with a broad smile and curly brown hair — and love for animals, dancing, baking, berries, and music, especially Prince — told his mom his mouth hurt. By 4:30 p.m., JJ had a temperature of 101.5, which his parents treated with Tylenol.

“It was nothing serious or scary,” his mom, University of Iowa biology professor Maurine Neiman, told The Gazette.

JJ had been sick before, and he perked up on the medication. His temperature returned to normal, and he fell asleep that evening in his mom’s arms as they watched Moana. His parents put him to bed but kept an eye on him via the baby monitor. He appeared to be sleeping peacefully.

“I actually went to check on him because he was so quiet,” Neiman said.

And she discovered he wasn’t breathing. They called 911, and JJ was rushed to the emergency room, where doctors were unable to save him. After JJ’s death, officials determined he was positive for influenza A, H1N1 — even though he’d gotten his flu vaccine months earlier.

An autopsy revealed JJ had several invisible vulnerabilities — like asymptomatic and undiagnosed asthma, putting him at higher risk for flu complications.

“As a parent, we sort of have a sense of control,” Neiman said. “I really was paying attention to when flu outbreaks were emerging, when the best time to vaccinate would be — in terms of maximizing protection.

“Of course, it turns out that when only half the community is vaccinated, it doesn’t really matter,” she said. “We’re far below where we need to be with influenza for herd immunity.”

‘Flu’s Clues’

For JJ, nothing more could have been done. Neiman and her husband took all the precautions. They vaccinated him. Watched his symptoms. Gave him rest and nourishment and cuddles.

“I certainly don’t believe that everything happens for a reason,” Neiman told The Gazette. “This is just horrible.”

But it did happen. And with the 2020-21 flu vaccination rate among children 6 months to 17 years at 59 percent — a 5 percentage point drop from the year prior — Neiman said more can be done for many kids.

“It’s making meaning out of something that feels really senseless,” she said.

So nearly a year ago — in collaboration with the national nonprofit Families Fighting Flu and with support from local entities like Integrated DNA Technologies — Neiman and her students began creating an online interactive kids game tasking players to identify and tamp down flu outbreaks globally.

Flu’s Clues game screenshot

“Flu’s Clues” — in a “Where in the World is Carmen San Diego” mission-centered style — takes kids into laboratories and communities from California to Nigeria to Taiwan and the United Kingdom to track influenza spread and create effective vaccines to halt it.

“Congratulations,” one of the game’s researchers tells players after they complete their mission. “Because we made an effective vaccine, we were able to save the lives of 1.8 million people. We were able to decrease hospitalizations by 8 million people.”

The game, which officially launched last month, is meant to be educational and accessible in the midst of a non-flu-related pandemic that’s heightened children’s awareness of viruses, how they spread, and how vaccines can help prevent them.

It incorporates facts — like how to identify symptoms and determine differences between the flu and other viruses. It imparts information on how vaccines are made — through “actors” clad in lab coats and glasses.

“These are all my students,” Neiman said. “These are undergraduates and graduate students, for the most part, donating their time. And it’s substantial.

“I think some of them are fantastic actors.”

Acknowledging COVID has pushed the discussion of viruses into the homes of many children, Neiman said the flu — statistically speaking — is more of a threat to them.

“We don’t want to scare kids, but influenza is more dangerous to them than COVID, from the perspective of yearly mortality,” she said. “And the influenza season this year looks like it might be bad.”

The game is debuting in time for National Influenza Vaccination week, a U.S. Centers for Disease Control and Prevention initiative.

“We were really interested in thinking about something that would help teach young kids about the importance of infectious disease, vaccination, and then we wanted to do something that was connected to JJ,” Neiman said.

Vanessa Miller covers higher education for The Gazette.

Comments: (319) 339-3158; [email protected]

Faculty should study video games to improve their teaching (opinion)

The pandemic forced many of us to move into hybrid, technology-mediated teaching, and as we continue our voyage into such spaces, one thing that we in higher ed should remember is that many students have long been quite good at navigating hybrid environments. Really, it’s about time formal education finally catches up.

In his landmark 2003 book What Video Games Have to Teach Us About Learning and Literacy James Paul Gee detailed the ways video games do a better job of facilitating literacy learning than education institutions. Almost 20 years later, his analysis has become incredibly relevant. It would seem that the move toward more hybrid learning environments should have captivated a student demographic primed by video games. But instead, students—many of whom are video-game players—have often hated the virtual learning environments of their universities. Somewhat ironically, the video-game industry is experiencing a resurgence. Prophetically, Gee wrote, “The theories of learning one would infer from looking at schools today comport very poorly with the theory of learning in good video games.”

Now is the perfect time to revisit the principles of why video games are so good at teaching and learning in ways most virtual classes don’t seem to be. Below is a summary of some of those principles.

  • Storying content. Gee discussed meaning as being situated in specific contexts. Knowledge, in other words, only becomes meaningful in certain situations. For instance, I might know the nutritional content of eggs, but that doesn’t mean I know how to scramble them or even prepare a nutritious breakfast. In video games, the concepts and skills a player learns have specific uses in particular moments. Those situated meanings require players to recognize the patterns that indicate how to best apply their newly acquired knowledge. Typically, situated meanings are created via stories. Within those stories, players assume an identity that motivates them to make use of whatever the video game is teaching them.
  • Applying newly learned skills and knowledge. Video games make frequent use of interest-based interaction with knowledge, promoting self-directed mastery. Very rarely do video games ask players to passively listen to and absorb information—instead, they deliver information in usable chunks. At each stage, players practice applying their new learning, first to familiar situations and progressively to novel situations, facilitating transfer.
  • Providing just-in-time feedback. Players typically receive information at the time they need it. Say a player in a particular game is threatened by an oncoming storm. Right at that moment, the game teaches the player how to construct shelter. Other video games might rely on social interactions, often facilitated through popular apps like Discord or GameFAQs. This approach encourages collaboration, allowing players to actively seek information from others when they require it most.
  • Encouraging risk. Of course, the consequences of failing in a video game are much lower than failing an expensive college class that could perhaps even influence one’s career. The low-stakes challenges of video games empower players to try new strategies and discover novel approaches to problem solving.
  • Rewarding failure. When players take risks and fail, they still learn. On a metacognitive level, players realize a gap in ability or knowledge that might motivate them to persist. On a pragmatic level, they learn not only what doesn’t work but also what might work with modification, the foundation of self-regulation.

These principles remind educators that the virtual wheel does not need to be reinvented. We don’t have to be tech savants to understand what grabs students’ attention and inspires them. We don’t even have to use video games or gamify classrooms. Below are some practical translations of the above principles that can work in our classrooms right now, even without Zoom wizardry.

  • Frame content with culturally relevant themes. If meaning is situated in specific contexts, then one way we can engage students is to consider the stories that matter to them. We can do this by activating prior knowledge, such as personal experience, or asking students to share stories of their potential relationships with the course content. For example, an economics professor introducing the topic of monopolies might ask students to consider how they would shop for items if they wanted to boycott Amazon. Good video games invite the players to also shape the story. Zoom can encourage collaborative story shaping (i.e., learning) through hybrid or online groups. The economics professor could set the narrative stage: let’s boycott Amazon. In groups, students could design a plan for only consuming from markets not influenced by Amazon. As they realize the difficulty of effectively doing so, the professor can explicitly illustrate the principles of monopolies.
  • Create moments for students to use newly learned skills and knowledge. Active learning has long been a trend, but it isn’t always understood. To be clear, active learning should not replace direct instruction, which, of course, is effective. Certainly, video games have moments when the action pauses and information is directly communicated to the player. But it’s combining the two types of learning together—explicit instruction alongside opportunities for application—that create the strongest learning environments. Experience does not need to be taken literally. Fiction, a simulation of reality, can also be an experience. By broadening the concept of “experience,” virtual environments can expand notions of active learning. For instance, students might role-play imagined experiences. Simulating or role-playing experiences immerse students in the task by motivating them to learn the means to succeed at the task.
  • Provide brief checkpoints. Students usually have to complete an entire assignment before receiving any kind of formal feedback. If assignments are broken down into tasks, the way they are in video games’ War and Peace–length epic quests, then instructors can make quick observations of what students are doing, such as through polls. Based on what the instructor sees, they can adapt subsequent class activities. This not only helps educate the students, but it also saves time for the instructor, who then doesn’t have to provide detailed feedback on each student’s final major assignment. Assessment checkpoints can also be social, potentially enhancing student agency. Just as players flock to Discord for help, students could engage each other in some social space. These spaces can be structured—a Padlet with guidelines and examples for students—or open-ended hangouts. Peer review can both save time and be more dynamic in virtual environments.
  • Require reflection. When students begin to take social control over assessment, they become more reflective about their own learning. Reflection doesn’t always happen on its own, however. It must be structured as part of the experience. The low-stakes and learn-from-failure approach to video games is one way to encourage such reflection by offering multiple attempts accompanied by instructor or peer feedback. One suggestion for translating that approach to classrooms comes from the Stanford Life Design Lab. In it, students generate hypotheses about newly encountered knowledge, and then they test their hypotheses in the attempt to rethink problems and solutions.
  • Stay active. There are many ways to incorporate active discovery, but these strategies must again be guided by explicit instruction about how to reflect on and learn from the risks and failures. The flipped classroom is a good model for pairing explicit instruction with virtual experience. Instructors can deliver much of the direct instruction via video or the college’s LMS. Then students can spend the freed-up time in hybrid breakout groups trying to solve a relevant problem.

Technology itself cannot improve or damage learning. It’s our use of it that matters. There are indeed bad video games, and by bad, I mean games that people did not play. There are also many good ones, and what we need are good course designs so that people want to play and learn from them, too.

Christmas Camp: Christmas with games, learning, fun and development at Eurohoops Dome!

For another year, Eurohoops Academy is hosting your favorite Christmas Camp, giving all kids an opportunity to enjoy basketball under the best possible circumstances, regardless of their level. The Christmas atmosphere is combined with learning, knowledge, new friends, special guests and lots of fun at the Eurohoops Dome!

The schedule of this year’s Christmas Camp includes two seasons – 27 to 30 of December 2021 and 3 to 5 of January 2022, along with three training programs – Fundamentals, Improve Your Skills and Shooting Days, each of them carrying its own different focus. The Christmas Camp is aimed at all athletes and not only members of Eurohoops Academy. Every athlete can choose one of the three programs but also make a combination out of them, depending on his/her desires and his/her needs.

Sign up for the Christmas Camp here!

Fundamentals

Endless game and basketball development go hand in hand in the Fundamentals program! The Euroohops Academy coaching team under Head Coach Konstantinos Stamatis has designed a coaching schedule that is tailored to the modern needs of young athletes. Boys and girls of six years of age and older will enjoy a lot of basketball, make new friends and experience the festive atmosphere on the basketball floor. The program runs from 10:00 to 14:00. It includes exercises, games and activities that aim towards one goal: the improvement of technical skills, the development of the cooperation between two and three players and the strengthening of their physical condition. The daily schedule includes a nutritious snack per day for each participant. Furthermore, parents can extend their children’s stay in the Eurohoops Dome facilities for some extra hours during the morning (08:00-10:00) and noon after the completion of the practices (14:00-17:00).

Improve Your Skills

Improve Your Skills is a specialized training program with the goal of teaching and improving basic basketball techniques. It aims at all athletes of 13 years of age or older and is an excellent opportunity for those who want to develop their technique. It’s a carefully designed training program with a rich and customized list of exercises, curated by Eurohoops Academy Head Coach Konstantinos Stamatis. The program lasts for 90 minutes, from 12:30 to 14:00 or 15:30 to 17:00.

Shooting Days

The secrets behind the… art of shooting are revealed during the Shooting Days of the Christmas Camp. In this innovative training program of Eurohoops Academy, athletes can learn to shoot well and properly through a series of special exercises that are adapted to different game circumstances. The list of exercises emphasizes on practicing the ability to receive the ball, the rhythm and mechanics of execution as well as the combination of moves for the ideal use of shooting in match circumstances. The program is suitable for all athletes from 10 to 18 years of age and will last from 14:15 until 15:15 during all days of the Christmas Camp.

The program of this year’s Christmas Camp has been adjusted to the mandatory health rules and regulations that are in effect by authorities. Every athletes who wants to participate in the Christmas Camp must submit a doctor certificate or an athlete’s health card, along with a vaccination certificate, sickness certificate, or a certificate of a negative result in a COVID-19 self-test. Furthermore, a paramedic will watch over the entire event, with the support of BIOIATRIKI, the Official Sponsor for Nutrition and Ergometrics.

Program: 

  • Period A’ 27/12/2021 – 30/12/2021
  • Period B’ | 3/1/2022 – 5/1/2022

Time schedule:

10:00 – 14:00 with the possibility of aftercare (08:00 – 10:00 & 14:00 – 17:00)

Participation Cost:

Fundamentals
27-30/12: 160€
3-5/1: 120€

Improve Your Skill
27-30/12: 120€
3-5/1: 90€

Shooting Days

27-30/12: 50€ (40€ if combined with one of the other two programs)
3-5/1: 35€ (25€ if combined with one of the two other programs)

2021-2022 Eurohoops Academy members have a 10{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} percent discount on the original price

Information:

Phone: 210-8002957, 6983036590

Email: [email protected]

Administrative office:

Monday to Friday | 17:00-20:30

Saturday | 09:00-16:00

Sunday | 09:00-11:30

Sponsors:

Tech Sponsor: LG | Sponsor: OPAP | Nutrition and Ergometrics Sponsor: ΒΙΟΙΑΤΡΙΚΙ WELL-BEING | Sportswear Provider : GSA | Sports Equipment Sponsor: Spalding

Mobile Learning Game Revenue Surges to $9.2 Billion by 2027 | News

MONROE, Wash., Dec. 9, 2021 /PRNewswire-PRWeb/ — The market conditions for Mobile Learning Game developers competing in the US could not be more favorable. There is very high demand, a wave of intense investment and M&A activity, and significant revenue opportunities in all eight buying segments according to a new Metariverse report called “The 2022-2027 US Mobile Learning Game Market”. Consumers are the largest buying segment throughout the forecast period and will be spending $2.5 billion on Mobile Learning Games by 2027.

The five-year compound annual growth rate (CAGR) for Mobile Learning Games in the US is a healthy 18.2{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} and the revenues will more than double to over $9.2 billion by 2027. Content accounts for just under 70{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} of all revenues throughout the forecast period. The most significant catalyst is the massive rollout of blazingly fast 5G networks across the US.

The Serious Play Conference (SPC) is the exclusive reseller of both Metaari and Metariverse reports. The new market report can be purchased at:

https://www.seriousplayconf.com/downloads/us-mobile-learning-game-market/

The 2022-2027 US Mobile Learning Game Market report has 320 pages, 28 market forecast tables, and 14 charts. There are four sections in this report: an executive overview with a brief discussion of the primary catalysts, a detailed analysis of the catalysts, a demand-side analysis by eight buying segments, and a supply-side analysis for three Mobile Learning Game products and services. Additionally, there are revenue breakouts for ten distinct types of Mobile Learning Games. Situational games will have the highest revenues reaching over $1.4 billion by 2027.

“Fundamentally new types of Mobile Learning Games have come on the market in the last two years,” reports Adkins.. “They are called prescription digital therapeutics (PDT) games if they require a prescription and are called digital therapeutics (DTx) games if a prescription is not required. The growth rate is a healthy 16.5{e4f787673fbda589a16c4acddca5ba6fa1cbf0bc0eb53f36e5f8309f6ee846cf} and revenues will climb to $1.0 billion by 2027.”

Over 1,270 developers competing in the US are cited in this report. This will help international and domestic suppliers identify partners, distributors, resellers, and potential merger and acquisition (M&A) targets.

“One interesting new trend is the launch of incubators by game developers,” adds Adkins. “In 2021. BYJU’S, Roblox, and Spin Master launched incubators designed to fund third-party learning game developers that make games for kids. Roblox initially funded $10.0 million, and Spin Master launched their $100.0 million Spin Master Ventures (SMV) fund in October 2021. Epic Games launched their $100.0 million MegaGrants program in early 2019. It funds developers “working with its game engine, 3D graphics tools, and open-source software.”

About Metariverse

Metariverse (formerly Metaari) is an ethics-based quantitative market research firm that identifies revenue opportunities for advanced learning technology suppliers. We track the learning technology markets in 126 countries. We have the most complete view of the international learning technology market in the industry. Metariverse focusses solely on advanced learning technology research on products that utilize psychometrics, neuroscience, location intelligence, game mechanics, robotics, cognitive computing, artificial intelligence, virtual reality, and augmented reality. For more information about our research, email [email protected].

Media Contact

Sam Adkins, Metaari, +1 360-805-4298, [email protected]

 

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High school students to create video games for social change at AT&T & RIT ROCtheChange Game Jam Jan. 15

Rochester-area public school students will create social change using video games at the AT&T & RIT ROCtheChange Game Jam held Jan. 15—the first free youth game jam in the region.

At the event, local students in grades 8-12 will learn about programming and get hands-on experience creating functional digital video games. With the event taking place on Dr. Martin Luther King Jr.’s birthday, students will be challenged to create games with the theme of social change and social good.

To eliminate economic barriers, the game jam is free. All technology and meals will be provided. Additionally, students are not required to have any previous experience with computer coding or digital game design.

The game jam is a collaboration between RIT’s School of Interactive Games and Media and AT&T. It aims to expand digital literacy skills and coding and game development opportunities for Rochester-area students—especially those from underrepresented schools and communities. The program seeks to help youth from all backgrounds and economic situations consider careers in the growing technology job market, an industry that is known for its lack of diversity.

The AT&T & RIT ROCtheChange Game Jam will take place from 9 a.m. to 7 p.m. Jan. 15, in RIT’s Golisano College of Computing and Information Sciences building. Parents can register their children on the Eventbrite page by Dec. 31, 2021. The event is limited to 65 students.

Throughout the day, professors and students from RIT’s School of Interactive Games and Media will help participants learn the basic technology and digital skills needed to create digital games. Additionally, game makers will be there to talk about what it’s like to have a career in game design and development.

When creating the games, students will incorporate ideas of social change into the themes and actions of the gameplay. Topics can include Go Green, Stand Up, Speak Up, Equality for All, and Mental Health Awareness/Support. The projects will then be scored by a panel of judges made up of game developers, local tech experts, community leaders, education experts, and elected officials.

The event is made possible by financial support and event management collaboration from AT&T, as part of the company’s $2 billion nationwide commitment to help bridge the digital divide and homework gap.

AT&T’s partnership with RIT to develop and offer the free game jam aligns with AT&T’s legacy of supporting the digital divide and educational programs focused on digital literacy and STEM disciplines in New York, through the AT&T Aspire initiative. Aspire is one of the nation’s largest corporate commitments focused on advancing education, creating opportunities, strengthening communities, and improving lives, particularly amongst historically underserved populations, by creating new learning environments and educational delivery systems that promote racial equity in academic and economic achievement.

RIT’s School of Interactive Games and Media offers some of the best programs for aspiring game developers in the world, according to international rankings from The Princeton Review.

For more information and to register for the event, go to the AT&T & RIT ROCtheChange Game Jam Eventbrite page.

Code Ninjas to Debut in Hacienda Heights, Will Teach Kids to Code in a Cool New Way

Code Ninjas Center to Focus on Interactive Learning through Game-Building, Robotics and More

HACIENDA HEIGHTS, Calif., Dec. 7, 2021 /PRNewswire/ — Code Ninjas, one of the fastest-growing kids coding franchises, is set to open their newest location at 17142 Colima Rd. Unit D on Dec. 8. Code Ninjas will serve the local area by offering computer coding courses for kids. The courses will allow kids to problem-solve while they build video games and collaborate with other children their age. This new learning center will establish an environment where kids and teens can learn about technology while having fun.

Code Ninjas Logo (PRNewsfoto/Code Ninjas)

Code Ninjas Logo (PRNewsfoto/Code Ninjas)

The Hacienda Heights location is owned and operated by local entrepreneurs David and Irene Yu. David has 25 years of experience in IT networking while Irene spent 15 years in the pharmaceutical industry before becoming a stay-at-home mom. David and Irene tried several methods when it came to teaching their kids how to code, including online programs and coding tutors. It wasn’t until Code Ninjas that they found the right fit; fun, engaging courses teaching essential skills. It was due to their positive personal experience that the Yus decided to bring Code Ninjas to Hacienda Heights.

“Coding is an invaluable language for kids to learn and Code Ninjas allows for kids to hone their abilities in an interactive and social environment,” says David Yu. “Technology has made its way into almost every job and we want to give kids the skills they need to succeed. The best part about the Code Ninjas curriculum is that kids have so much fun while they learn new subjects.”

Hacienda Heights children (ages 5-14) can look forward to the new Code Ninjas center where they can learn how to code in a fun, safe, and social environment. At Code Ninjas, gaming is celebrated, and STEM is cool. Everything about their centers – or Dojos – are built around fun, which keeps kids coming back. The center also provides the results that parents are looking for, as their children gain coding and problem-solving skills they’ll need in the evolving job market.

“At Code Ninjas, kids are developing social skills in addition to learning how to problem solve,” says Irene Yu. “Code Ninjas combines screen time and social interaction in a way that is productive and beneficial for kids. Making education engaging and enjoyable for them is what will truly help them succeed in school and in their future career.”

Code Ninjas offers a robust, game-based curriculum made up of nine belts, just like martial arts. The courses are self-paced, but not self-taught; kids get immediate help and encouragement from Code Senseis (teachers) and fellow students as they advance from white to black belt. The program keeps kids motivated with little wins along the way, and “Belt-Up” celebrations where they receive color-coded wristbands to mark their graduation to the next level. By the time a child finishes the program, they will publish their own app, available to the public in an app store.

Code Ninjas also offers a variety of opportunities for children to get involved, including a flexible weeknight drop-in program, camps and Parents Night Out events on weekends.

For more information about the Hacienda Heights Code Ninjas location, please visit www.codeninjas.com/ca-hacienda-heights or call 626-910-2020.

About Code Ninjas
Founded in 2016, Code Ninjas® is the world’s largest and fastest-growing kids coding franchise. In hundreds of Code Ninjas centers, kids ages 7-14 have fun building video games while gaining life-changing skills in coding, robotics, and problem solving. Kids have fun, parents see results®. For more information, visit www.codeninjas.com.

Media Contact: Allie Bertrand, Fishman PR, [email protected] or 847-945-1300

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