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alexandra m. pickett

Consider the Source II - 0 views

  • I recall in my early SLN days trying to find out why faculty were being told to close past modules as they moved forward in the course
    • alexandra m. pickett
       
      Not sure where this comes from linda, but it is not so. the exact opposite is true.
    • lkryder
       
      2004 - I am sure it has changed. It may have been the the SLN ID I was working and/or the classes I was taking. But I did see it more than a few times and it perplexed me. I definitely don't see it anymore so that is a good thing :-)
    • alexandra m. pickett
       
      odd... i actually in the early days strongly recommended that faculty have all their modules open from the first day so that students could see the structure and flow of the course from the beginning and have the structure help them not only anticipate what was coming, but act as advanced organizers to help students understand the scope and approach to the content taken by the instructor. I also didn't want faculty to use it as an excuse to not complete the course before it went live : ) I keep the modules closed in ETAP640 and reveal them one at a time because i don't want to confuse and overwhelm students. But, i have always maintained that work in previous modules should remain open and accessible so that students can refer back to or continue conversations if they want to. If you close a module then students won't have access to their own content. I would have to be convinced that under some very specific circumstance that there would be a good reason to do that. : )
    • lkryder
       
      I am in total agreement with you on that - I won't mention names or courses :-) But I think the message is out that they should all be open!! lkr
  • because my exploration was respected. This kind of supportive environment makes me – or any student I am sure – fearless
  • I can say that I think I am on a completely different level in my teaching and design work.
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  • I have increased my toolkit for engaging students at multiple levels. I feel I will be more vigilant about tapping into their basic human need for challenge, while attending to their narratives. Their storylines were not always part of my approach, but now I will be watching for those.
lkryder

theoryoffun.pdf - 0 views

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    presentation based on Raph Koster's book Theory of Fun
lkryder

Gamasutra - Book Excerpt: 'A Theory Of Game Design' - What Games Aren't - 0 views

  • Game designer Marc LeBlanc has defined eight types of fun: sense-pleasure, make-believe, drama, obstacle, social framework, discovery, self-discovery and expression, and surrender. Paul Ekman, a researcher on emotions and facial expressions, has identified literally dozens of different emotions - it’s interesting to see how many of them only exist in one language but not in others. Nicole Lazzaro did some studies watching people play games, and she arrived at four clusters of emotion represented by the facial expressions of the players: hard fun, easy fun, altered states, and the people factor.
  • Games are not stories. It is interesting to make the comparison, though: Games tend to be experiential teaching. Stories teach vicariously. Games are good at objectification. Stories are good at empathy. Games tend to quantize, reduce, and classify. Stories tend to blur, deepen, and make subtle distinctions. Games are external - they are about people’s actions. Stories (good ones, anyway) are internal - they are about people’s emotions and thoughts. In both cases, when they are good, you can come back to them repeatedly and keep learning something new. But we never speak of fully mastering a good story.
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    games and stories
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