1) The document discusses the importance of play for adults and provides strategies for incorporating more play into daily life. It explains that play shapes the brain, fuels creativity, and improves relationships and mental well-being.
2) Adults are encouraged to play for at least 10-15 minutes per day, to "play with their chimp" by engaging creative and childlike parts of the mind, and to find little opportunities to play both at home and work.
3) Incorporating more play can help reduce depression and lead to a happier life. The document provides ideas and resources for developing a personal "play intelligence" and treating play as an essential part of life.
Play at Work: Releasing Human Potential Through PlayPortia Tung
油
Are you frustrated by an unhappy and cynical workforce? Do you feel swamped by poor quality deliverables that no one wants? Do you dream of doing more of what you love and enabling others to do the same?
If your answer is "Yes" to one or more of these questions, then it's time to act swiftly before unfulfilling daily work gobbles up the last bit of play potential in you and your colleagues and stymies forever your chances of doing valuable work in a meaningful way.
The Power of Play - Making Good Teams GreatPortia Tung
油
Screw work lets play! Do you sometimes wish you could goof off work and play? In this interactive presentation, inspired by the theory and experience of play, we demonstrate why play isnt just essential for creativity and innovation, but crucial to our survival and overall well-being.
Portia Tung investigates the relationship of work and play and demonstrate how, instead of being mutually exclusive, both are necessary for personal and group creativity and achievement.
The talk includes 7 guidelines for bringing more play into your life. And if you play your cards right, youll leave with plenty of ideas to achieve your recommended daily amount of play!
This document discusses how serious games can be used for positive purposes beyond entertainment. It defines serious games as true games that achieve effects beyond just the gaming experience. Serious games are presented as a better approach than gamification, which is criticized for reducing games and not being realistic. Examples are given of how serious games can be used for health, education, and social change by motivating players, explaining concepts through interactive experiences, and using procedural rhetoric to persuade. Guidelines are suggested to ensure serious games are designed and used ethically.
The document outlines Rachel Haw's initial plans for developing a video game. It includes her initial reaction of feeling unsure since she doesn't play video games, but feeling comfortable with the type of work involved. It also includes mind maps of game ideas, including collecting records, jumping over holes, and rounding up zoo animals. A schedule is proposed with tasks over 4 weeks, including research, production, and evaluation. Sources to be used include interviews, existing games, and magazines.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
油
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Making a video game is already a challenge. Making a good serious game is a very hard challenge.
What do the experts say that could help me designing a good educational game? How can I influence people playing my game? How can I find a good balance between fun and learning? And what are some praiseworthy examples?
Play for Your Life - Going from Good to Great in a Digital WorldPortia Tung
油
The job of a project manager has never been both easier and more challenging than in this digital era when technology is enabling everyone to know faster, think faster and move faster.
Making stuff happen in a digital world requires that project managers not only get stuff done, but nurture creative potential in order for people to achieve new levels of professional excellence since modern day project management began in the 1950s.
Discover why play is one of the most effective and efficient ways of bringing people together to do their best work and how play increases creativity, collaboration, communication and resilience so that you and your teams can go from good to great.
Noncompetitive games played over the phone or in person. You can cocreate a story, express an emotion, improvise a poem or examine a belief. Games are created so anyone can play. Its fun and easy to learn!
Regular video game play can impact brain development in teenagers, changing how the brain maps out the real world. Puzzle and logic games may improve memory and spatial awareness, while action and role-playing games are linked to worse performance.
Video games provide temporary escape from stress, foster social connections online, and give a sense of measurable progress and challenge through feedback loops and goals. However, gaming can become addictive through mechanisms like high scores, role-playing, and discovery that are aimed at keeping players engaged.
Signs of problematic gaming include craving more time, lying about usage, and continuing to play despite negative consequences. Finding balance through limits, outside activities, and cooperative rather than competitive games can help prevent overuse
A guide to building a habit forming community based on fun, tangible progress, and respect. How to gently guide your community members down the path toward mutual cooperation
How to design inner play in a study narrative? Eva Den Heijer
油
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSIT DU QUBEC MONTRAL /UNIVERSITY OF QUEBEC IN MONTREAL
Our always-on culture places a premium on productivity; we spare less and less time for pursuits that dont have specific goals attached. The paradox is that to compete successfully, we need to embrace play. So increasingly, adults will seek to balance out their busy lives with more unstructured time.
This document contains a questionnaire asking respondents about their video game habits, including whether they or their family play video games, how much time is spent playing per day, what consoles or computers they own, perceived disadvantages of video game addiction, a reasonable amount of daily screen time, and reasons for video game addiction. The questionnaire is to be filled out anonymously and returned.
The document discusses game-based learning and tutorials. It advocates designing tutorials that blend into the overall gameplay experience rather than frontloading all instructions. Tutorials should use fewer words and hints, challenge the player with opponents and obstacles, and show visible progress through levels, achievements and leaderboards to keep players engaged. The experience should aim to elicit specific emotions like joy, inspiration and confidence through rich sensations, language, pacing and opportunities for reflection.
The document discusses how playing throughout life can nourish your spirit. It recommends playing games, as each game challenges your mind in different ways and forces creativity, which can then be applied to solving life problems. Playing with children is also suggested, as it brings out joy and helps keep your spirit young.
The IKEA Play Report 2017 explores the importance of play for both children and adults. Through qualitative research involving over 300 people ages 2-90 in Germany, China, and the US, the report identifies 5 key motivations for play ("Play Needs") and examines how, where, and with whom people play. It also analyzes trends that may influence the future of play, such as play becoming integrated into more areas of life. The goal of the report is to better understand play and how IKEA can foster more playful experiences in the home.
The document provides information about conducting an interview for a fanzine project. It includes a list of interview questions, disclaimers, and closing statements. There are also three sample interviews provided with answers from different gamers on topics like their favorite games, how games make them feel, and if they prefer single-player or multiplayer experiences. The interviews are documented with the gamers' names and ages. The document emphasizes properly documenting the interview process and provides drafts of potential written pieces for the fanzine, including one on video game addiction and another listing upcoming 2018 games.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
油
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
The document outlines initial plans for a paranormal mystery adventure game featuring teenagers investigating ghostly activity in their town. Key elements include:
- A side-scrolling game with puzzles and boss battles to defeat paranormal monsters. Teenagers would use items like jars to capture ghosts.
- Muted, dull colors with some brighter elements to draw attention. A retro, 8-bit style with spooky sound effects matching the visuals.
- A storyline where the teenagers run a school newspaper and decide to investigate strange happenings for article ideas. They would split up in an haunted house.
- A production schedule over 5 weeks including character design, animations, colorization, evaluations and exporting the
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
In playing games, we are following outdated strategies.
Game playing was one of the devices we adopted as young children to get what we wanted from the world.
But in adult life, we have other, more effective options.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
The document discusses various topics related to childhood memories, hobbies, and future plans. For childhood memories, the author discusses enjoying the simple game of hide-and-seek and the freedom of childhood. Reading and spending time with family are described as relaxing hobbies. The author's 10-year plan involves career success, family, and travel. Factors like discipline and hard work are seen as important for achieving life plans.
Play is important for learning and development. It teaches skills needed for later life and helps shape who we become as adults. There are many different ways to play, including rough and tumble play, solitary play, and imaginative play. Play also improves children's performance in school by allowing short breaks from structured activities. Both children and parents benefit from playing together at home.
Using Empathy to Build Better Digital ExperiencesOptimizely
油
What would it take to get every team in your company focused on your customer's experience? Sales, Product, Marketing, Support: how could each team in your organization benefit from the ability to see your site through your users' eyes? A great customer experience is no longer just nice to have, it will make or break your entire business. FullStory (the company) takes a customers-first approach to every aspect of its business using a single source of customer data. In this talk, CEO Scott Voigt will describe how his company develops customer empathy and turns data-driven insight into the real-world results that matter: enthusiastically happy customers and exponential growth.
The document discusses the power of coaching. It begins by defining coaching and distinguishing it from consulting and mentoring. Coaching takes a non-directive approach and focuses on asking questions rather than providing input or advice. The core competencies of coaching include setting the foundation, co-creating the relationship, communicating effectively, and facilitating learning and results. Coaching operates under the premise that clients have everything they need to overcome challenges. The workshop aims to explore coaching, teach core skills, provide practice, and allow coaching on personal topics.
This document provides guidance on negotiation skills. It discusses key aspects of negotiation like defining goals, understanding the other perspective, asking questions to reveal interests, and identifying other valuable items. The document recommends preparing for negotiations by considering best and worst case scenarios, summarizing known facts, anticipating the other side's concerns, crafting open-ended questions, and making a list of non-monetary values. The overall message is that demonstrating empathy, gathering information, and focusing on mutual understanding and agreement can make negotiations more productive.
Play for Your Life - Going from Good to Great in a Digital WorldPortia Tung
油
The job of a project manager has never been both easier and more challenging than in this digital era when technology is enabling everyone to know faster, think faster and move faster.
Making stuff happen in a digital world requires that project managers not only get stuff done, but nurture creative potential in order for people to achieve new levels of professional excellence since modern day project management began in the 1950s.
Discover why play is one of the most effective and efficient ways of bringing people together to do their best work and how play increases creativity, collaboration, communication and resilience so that you and your teams can go from good to great.
Noncompetitive games played over the phone or in person. You can cocreate a story, express an emotion, improvise a poem or examine a belief. Games are created so anyone can play. Its fun and easy to learn!
Regular video game play can impact brain development in teenagers, changing how the brain maps out the real world. Puzzle and logic games may improve memory and spatial awareness, while action and role-playing games are linked to worse performance.
Video games provide temporary escape from stress, foster social connections online, and give a sense of measurable progress and challenge through feedback loops and goals. However, gaming can become addictive through mechanisms like high scores, role-playing, and discovery that are aimed at keeping players engaged.
Signs of problematic gaming include craving more time, lying about usage, and continuing to play despite negative consequences. Finding balance through limits, outside activities, and cooperative rather than competitive games can help prevent overuse
A guide to building a habit forming community based on fun, tangible progress, and respect. How to gently guide your community members down the path toward mutual cooperation
How to design inner play in a study narrative? Eva Den Heijer
油
Workshop at the Serious Play Conference in Montreal July 10-12 2019 seriousplay-montreal.com UNIVERSIT DU QUBEC MONTRAL /UNIVERSITY OF QUEBEC IN MONTREAL
Our always-on culture places a premium on productivity; we spare less and less time for pursuits that dont have specific goals attached. The paradox is that to compete successfully, we need to embrace play. So increasingly, adults will seek to balance out their busy lives with more unstructured time.
This document contains a questionnaire asking respondents about their video game habits, including whether they or their family play video games, how much time is spent playing per day, what consoles or computers they own, perceived disadvantages of video game addiction, a reasonable amount of daily screen time, and reasons for video game addiction. The questionnaire is to be filled out anonymously and returned.
The document discusses game-based learning and tutorials. It advocates designing tutorials that blend into the overall gameplay experience rather than frontloading all instructions. Tutorials should use fewer words and hints, challenge the player with opponents and obstacles, and show visible progress through levels, achievements and leaderboards to keep players engaged. The experience should aim to elicit specific emotions like joy, inspiration and confidence through rich sensations, language, pacing and opportunities for reflection.
The document discusses how playing throughout life can nourish your spirit. It recommends playing games, as each game challenges your mind in different ways and forces creativity, which can then be applied to solving life problems. Playing with children is also suggested, as it brings out joy and helps keep your spirit young.
The IKEA Play Report 2017 explores the importance of play for both children and adults. Through qualitative research involving over 300 people ages 2-90 in Germany, China, and the US, the report identifies 5 key motivations for play ("Play Needs") and examines how, where, and with whom people play. It also analyzes trends that may influence the future of play, such as play becoming integrated into more areas of life. The goal of the report is to better understand play and how IKEA can foster more playful experiences in the home.
The document provides information about conducting an interview for a fanzine project. It includes a list of interview questions, disclaimers, and closing statements. There are also three sample interviews provided with answers from different gamers on topics like their favorite games, how games make them feel, and if they prefer single-player or multiplayer experiences. The interviews are documented with the gamers' names and ages. The document emphasizes properly documenting the interview process and provides drafts of potential written pieces for the fanzine, including one on video game addiction and another listing upcoming 2018 games.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
油
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
The document outlines initial plans for a paranormal mystery adventure game featuring teenagers investigating ghostly activity in their town. Key elements include:
- A side-scrolling game with puzzles and boss battles to defeat paranormal monsters. Teenagers would use items like jars to capture ghosts.
- Muted, dull colors with some brighter elements to draw attention. A retro, 8-bit style with spooky sound effects matching the visuals.
- A storyline where the teenagers run a school newspaper and decide to investigate strange happenings for article ideas. They would split up in an haunted house.
- A production schedule over 5 weeks including character design, animations, colorization, evaluations and exporting the
This document provides an overview of topics and assignments for a game design class. It discusses checking in on a game design document assignment due next class, the concept of immersion in games, problematic player behavior, and how psychological factors like anonymity, rewards, and escapism are important for game designers to consider. Students are asked to play and analyze the game Avengers Alliance, and consider how readings on gaming psychology relate to design work. The document reminds students that their game design documents are due in class on Thursday.
In playing games, we are following outdated strategies.
Game playing was one of the devices we adopted as young children to get what we wanted from the world.
But in adult life, we have other, more effective options.
This document discusses play as a competitive advantage for adults and companies. It defines play as recreational activity done purely for enjoyment without goals or rules. The benefits of play include improved problem solving, creativity, stress relief, social skills, and mental well-being. However, modern culture values productivity and deemphasizes unstructured play for adults. The document argues that embracing play can provide advantages in today's fast-paced world by fostering innovation, flexibility, collaboration and bold ideas. Embracing playful approaches may help individuals and companies compete more successfully.
The document discusses various topics related to childhood memories, hobbies, and future plans. For childhood memories, the author discusses enjoying the simple game of hide-and-seek and the freedom of childhood. Reading and spending time with family are described as relaxing hobbies. The author's 10-year plan involves career success, family, and travel. Factors like discipline and hard work are seen as important for achieving life plans.
Play is important for learning and development. It teaches skills needed for later life and helps shape who we become as adults. There are many different ways to play, including rough and tumble play, solitary play, and imaginative play. Play also improves children's performance in school by allowing short breaks from structured activities. Both children and parents benefit from playing together at home.
Using Empathy to Build Better Digital ExperiencesOptimizely
油
What would it take to get every team in your company focused on your customer's experience? Sales, Product, Marketing, Support: how could each team in your organization benefit from the ability to see your site through your users' eyes? A great customer experience is no longer just nice to have, it will make or break your entire business. FullStory (the company) takes a customers-first approach to every aspect of its business using a single source of customer data. In this talk, CEO Scott Voigt will describe how his company develops customer empathy and turns data-driven insight into the real-world results that matter: enthusiastically happy customers and exponential growth.
The document discusses the power of coaching. It begins by defining coaching and distinguishing it from consulting and mentoring. Coaching takes a non-directive approach and focuses on asking questions rather than providing input or advice. The core competencies of coaching include setting the foundation, co-creating the relationship, communicating effectively, and facilitating learning and results. Coaching operates under the premise that clients have everything they need to overcome challenges. The workshop aims to explore coaching, teach core skills, provide practice, and allow coaching on personal topics.
This document provides guidance on negotiation skills. It discusses key aspects of negotiation like defining goals, understanding the other perspective, asking questions to reveal interests, and identifying other valuable items. The document recommends preparing for negotiations by considering best and worst case scenarios, summarizing known facts, anticipating the other side's concerns, crafting open-ended questions, and making a list of non-monetary values. The overall message is that demonstrating empathy, gathering information, and focusing on mutual understanding and agreement can make negotiations more productive.
Instead of being a mere emotion, the latest research shows us Hope is a process and a thinking tool that can help us harness our willpower and come up with ways to make our dreams come true. This interactive talk is aimed to better understand the relationship with Hope and figure out how to achieve even the most ambitious of goals.
See a version of the recorded talk here: https://www.infoq.com/presentations/hope-goals
When it comes to leadership, everyone's got an opinion. And yet, take a look around and it's clear for all to see that, in spite of the vast amounts of research and books published on the subject, it seems we are none the wiser. What's more, in many organisations, the topic of leadership is taboo because it casts doubt on those who should be leading but are not.
In this interactive workshop, we'll explore what leadership is and what it isn't, how we can do it better (even if we don't have the official role of 'leader') and why the world needs all of us to become better leaders.
As a apprentice leaders, we will share stories and lessons learned in an attempt to make sense of what leadership is and how to get better at what is fast becoming a life skill in order to thrive in a frenetic and ever-changing world.
Amplify Your Effectiveness with The Five-Minute CoachPortia Tung
油
The document discusses the Five-Minute Coach approach to coaching. It provides an overview of the five stages of the approach: 1) identify an outcome, 2) choose the best outcome, 3) discover more about the outcome, 4) create an action plan, and 5) motivate action. The approach focuses on having the coachee identify their own desired outcomes and solutions through questioning rather than providing advice or suggestions from the coach.
Bounce: How to harness your resilience in a changing worldPortia Tung
油
Are you feeling stressed? Do you feel uncertain about the future? Everyday we find ourselves facing different challenges, accomplishing various tasks and constantly adapting.
As mankind has evolved, we've become more conscious and informed of who we are and how our minds work. Resilience, previously considered a personality trait, is now a vital modern-life skill which can be developed to help us better deal with everyday challenges as well as great adversity.
Join us to better understand how resilient you are and figure out how to become more resilient to overcome your next big challenge.
OBJECTIVES
- Understand what resilience is
- Strengthen your resilience by becoming conscious of how resilient you are
- Come up with ideas to become more resilient
Do you feel all washed out and chewed up by your daily slog? Are you snowed under an ever-growing mountain of low value work? Do you dream instead of making a dent in the world through positive contribution to the world from where you兵re sitting? Then it兵s time to try the latest great indoor activity to reach organisations both large and small: Enterprise Gardening.
Enterprise Gardening combines the philosophy and principles of Social Enterprise with the gardening metaphor as a way of helping organisations to flourish.
Tribal Leadership - Create the place where you long to belong (PPT)Portia Tung
油
Do you hope that one day all the office politics will be replaced by a common and worthwhile cause? Do you wish you could be part of a winning team? Do you dream of working in a place where you belong?
Every organisation is made up of tribes, naturally occurring groups of between 20 150 people. And even though each tribe is different they have one thing in common: organisational culture.
Join us to learn about Tribal Leadership, a practical model for leveraging natural groups to create organisations that thrive. Learn how you can help transform your work experience into what you want it to be by focusing on language and behaviour within a culture.
The Emperor's New Clothes - Meaningful interactions in stressful situationsPortia Tung
油
See the Emperor in all his glory! Which role will you play? We all interact with different types of characters in our daily lives which may lead to stressful situations. Together, we will learn how to communicate more effectively with others, especially at times of stress, by transforming our behavior from incongruence to congruence. We will learn to recognise incongruence by role-playing the 5 Coping Stances based on the Satir Model, then learn how to begin transforming our behavior from one of incongruence to congruence by thinking about interactions in terms of Self, Other and Context.
The document provides an introduction to Agile concepts and principles for delivering value, respecting people, eliminating waste, continuous learning, and continuous improvement. It discusses Agile methodologies like Scrum and eXtreme Programming (XP), how Agile projects are structured into releases and iterations, and tools like user stories, velocity, and burndown charts. The goal is to help participants understand how Agile can increase delivered value.
PERSONALITY DEVELOPMENT & DEFENSE MECHANISMS.pptxPersonality and environment:...ABHAY INSTITUTION
油
Personality theory is a collection of ideas that explain how a person's personality develops and how it affects their behavior. It also seeks to understand how people react to situations, and how their personality impacts their relationships.
Key aspects of personality theory
Personality traits: The characteristics that make up a person's personality.
Personality development: How a person's personality develops over time.
Personality disorders: How personality theories can be used to study personality disorders.
Personality and environment: How a person's personality is influenced by their environment.
Kinetics of Elimination First-Order and Zero-Order KineticsSumeetSharma591398
油
This presentation provides a comprehensive overview of drug elimination kinetics, focusing on first-order and zero-order kinetics. It covers key concepts, graphical representations, mathematical expressions, and clinical implications. The slides include detailed comparisons, relevant equations, and easy-to-understand visuals to enhance learning.
Topics covered:
Introduction to drug elimination kinetics
First-order kinetics: definition, characteristics, and graph
Zero-order kinetics: definition, characteristics, and graph
Mathematical expressions for both kinetics
Key differences and clinical significance
This is a must-read for pharmacology students, researchers, and healthcare professionals looking to understand drug metabolism and elimination processes.
Increased Clinical Trial Complexity | Dr. Ulana Rey | MindLuminaUlana Rey PharmD
油
Increased Clinical Trial Complexity. By Ulana Rey PharmD for MindLumina. Dr. Ulana Rey discusses how clinical trial complexityendpoints, procedures, eligibility criteria, countrieshas increased over a 20-year period.
TunesKit Spotify Converter Crack With Registration Code 2025 Freedfsdsfs386
油
TunesKit Spotify Converter is a software tool that allows users to convert and download Spotify music to various formats, such as MP3, AAC, FLAC, or WAV. It is particularly useful for Spotify users who want to keep their favorite tracks offline and have them in a more accessible format, especially if they wish to listen to them on devices that do not support the Spotify app.
https://shorturl.at/LDQ9c
Copy Above link & paste in New Tab
Dr. Jaymee Shells Perspective on COVID-19Jaymee Shell
油
Dr. Jaymee Shell views the COVID-19 pandemic as both a crisis that exposed weaknesses and an opportunity to build stronger systems. She emphasizes that the pandemic revealed critical healthcare inequities while demonstrating the power of collaboration and adaptability.
Shell highlights that organizations with gender-diverse executive teams are 25% more likely to experience above-average profitability, positioning diversity as a business necessity rather than just a moral imperative. She notes that the pandemic disproportionately affected women of color, with one in three women considering leaving or downshifting their careers.
To combat inequality, Shell recommends implementing flexible work policies, establishing clear metrics for diversity in leadership, creating structured virtual collaboration spaces, and developing comprehensive wellness programs. For healthcare providers specifically, she advocates for multilingual communication systems, mobile health units, telehealth services with alternatives for those lacking internet access, and cultural competency training.
Shell emphasizes the importance of mental health support through culturally appropriate resources, employee assistance programs, and regular check-ins. She calls for diverse leadership teams that reflect the communities they serve and community-centered care models that address social determinants of health.
In her words: "The COVID-19 pandemic didn't create healthcare inequalities it illuminated them." She urges building systems that reach every community and provide dignified care to all.
Chair, Shaji K. Kumar, MD, and patient Vikki, discuss multiple myeloma in this CME/NCPD/AAPA/IPCE activity titled Restoring Remission in RRMM: Present and Future of Sequential Immunotherapy With GPRC5D-Targeting Options. For the full presentation, downloadable Practice Aids, and complete CME/NCPD/AAPA/IPCE information, and to apply for credit, please visit us at https://bit.ly/4fYDKkj. CME/NCPD/AAPA/IPCE credit will be available until February 23, 2026.
Strategies for Promoting Innovation in Healthcare Like Akiva Greenfield.pdfakivagreenfieldus
油
Healthcare innovation has been greatly aided by leaders like Akiva Greenfield, CEO of Nexus, particularly in fields like operational efficiency, revenue cycle management (RCM), and client engagement. In order to ensure both operational success and better patient experiences, Akiva's approach combines technological advancements with an emphasis on improving the human side of healthcare.
Distribution of Drugs Plasma Protein Binding and Blood-Brain BarrierSumeetSharma591398
油
This presentation provides a detailed overview of drug distribution, focusing on plasma protein binding and the blood-brain barrier (BBB). It explains the factors affecting drug distribution, the role of plasma proteins in drug binding, and how drugs penetrate the BBB. Key topics include the significance of protein-bound vs. free drug concentration, drug interactions, and strategies to enhance drug permeability across the BBB. Ideal for students, researchers, and healthcare professionals in pharmacology and drug development.
This presentation provides an overview of syncope, a common medical emergency in dental practice. Created during my internship, this presentation aims to educate dental students on the causes, symptoms, diagnosis and management of syncope with a focus on dental specific considerations.
At Macafem, we provide 100% natural support for women navigating menopause. For over 20 years, we've helped women manage symptoms, and in 2024, we're proud to share their heartfelt experiences.
Chair, Joshua Sabari, MD, discusses NSCLC in this CME activity titled Modern Practice Principles in Lung CancerFirst Find the Targets, Then Treat With Precision: A Concise Guide for Biomarker Testing and EGFR-Targeted Therapy in NSCLC. For the full presentation, downloadable Practice Aid, and complete CME information, and to apply for credit, please visit us at https://bit.ly/3VomnBV. CME credit will be available until February 26, 2026.
3. Play once a day to keep the doctor and priest away!
www.theschoolofplay.org
Portia Tung
Founder of The School of Play
Promoting happier adulthood through lifelong play
5. Play for Life
As a play seeker/play skeptic*
I need ideas on how to play more
So that we can all live happily ever after.
Success Criteria
[ ] I have a working knowledge of play
[ ] I can explain the importance of play
[ ] I have one or more ideas to play more
[ ] Ive had fun!
* You choose
23. What is play really?
Fun, Flexible, Freely chosen
24. Why play?
Shapes an organisms brain
Makes animals smarter and more adaptable
Enables us to sustain social relationships
Fuels creativity and innovation
25. When was the last time you played?
The XP Game - Boston, Summer 2010
www.xpgame.be by Pascal Van Cauwenberghe and Vera Peeters
When was the last time you played at work?
26. Play Seeker or Play Skeptic?
low high
lowhigh
KNOWHOW
DESIRE
[3]
Can play
Wont play
[1]
Can play
Want to play
[4]
Cant play
Wont play
[2]
Cant play
Want to play
Play Seeker Play Skeptic Quadrant by Portia Tung
29. The Opposite of Play
Play
Creativity & Innovation
Invention Growth
Work
Purpose Competence
Play as described in Play by Stuart Brown, M.D, with Christopher Vaughan
息 2010 Penguin Books Ltd
[3]
Can play
Wont play
[1]
Can play
Want to play
[4]
Cant play
Wont play
[2]
Cant play
Want to play
Depression
31. Why should adults play?
Breaks down barriers between people
Opens the mind to enable learning
Opens the heart to create a connection
Source of joy
Source of hope
44. The History of Play
Play == Evil
476AD - 1500
John Locke
Anti-corporal
punishment
1700
3 Rs
1825
Lego
1932
IQ
1916
Multiple
Intelligences
1983
EQ
1990
Dr Stuart
Brown
2010
Play IQ
2014
46. The History of Play
Play == Evil
476AD - 1500
John Locke
Anti-corporal
punishment
1700
3 Rs
1825
Lego
1932
IQ
1916
Multiple
Intelligences
1983
EQ
1990
Dr Stuart
Brown
2010
Play IQ
2014
The School
of Play
2016
47. Lifelong Learning
Understanding
The Play Process Model by Scott Eberle, VP for interpretation at the Strong Museum of Play in New York
Anticipation
The Curiosity Carousel by Portia Tung
www.theschoolofplay.org
Surprise Pleasure
Mastery Poise
48. Your Play Future
Suppose tonight, while you slept, a miracle occurred.
When you awake tomorrow, what would be some of the things
you would notice that would tell you that your life had suddenly
become more playful?
Adaption of the Miracle Question by Steve de Shazer & Insoo Kim Berg,
Developers of Solution Focused Therapy
49. You can discover more about a person in an hour of play
than in a year of conversation.
George Bernard Shaw
50. Play for Your Life
Opposite of Play == Depression
RDA Play 10-15 minutes a day
Play with your chimp
Play more at home and at work
Develop your play intelligence
little and often
All play!
51. Play Treasure Trove
Ted talks:
Play is more than just fun by Dr Stuart Brown
How Schools Kill Creativity by Ken Robinson
Enterprise Gardening by Portia Tung
More videos:
http://www.playwales.org.uk/eng/rightoplay
The Power of Play: Making Good Teams Great by Portia Tung
The School of Play
www.theschoolofplay.org
@tsoplay
52. Play for Life
As a play seeker/play skeptic*
I need ideas on how to play more
So that we can all live happily ever after.
Success Criteria
[ ] I have a working knowledge of play
[ ] I can explain the importance of play
[ ] I have one or more ideas to play more
[ ] Ive had fun!
* You choose
53. We dont stop playing because we grow old;
we grow old because we stop playing.
George Bernard Shaw
From Carpe Diem to Carpe Annum Put a Swing in Your Step
@ Tate Modern January 2018
54. Thank You for Playing!
Portia Tung
Executive & Personal Coach Storyteller Play Researcher
Blog: www.selfishprogramming.org | Twitter: portiatung
Founder of www.theschoolofplay.org @tsoplay
Email: portia@portiatung.org