The prompts for this week's discussions have been hard for me to contribute to on account of A) not playing mobile games myself, and B) not having a great deal of smartphones in my cooperating teacher's classroom.
I WILL say that I found the following games quite interested in terms of design and how I felt about playing them:
Shadow Era: Modeled on the Magic the Gathering card game, I found myself able to play most games in about 15-20 min, which didn't take a great deal of time. What I noticed was that I kept playing the game to see what would happen next, just like http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.html #5 "Element of Uncertainty."
Roads of Rome II: Got this gem free from the AppsGonefree app. At least as far as I've progressed, there isn't a great deal of historic accuracy in terms of the story, but was an entertaining game nonetheless. I soon noticed that same "hook" of rewarding the brain, #5 "Element of Uncertainty."
All this has prompted me to re-think the platform of gaming in my classroom. Like all technology I use (e.g. Google Form exit slips), I also have a physical version for the students without a device. I'd like to create gaming mechanics able to exist in the physical world before using technology as enhancements.
I WILL say that I found the following games quite interested in terms of design and how I felt about playing them:
Shadow Era:
Modeled on the Magic the Gathering card game, I found myself able to play most games in about 15-20 min, which didn't take a great deal of time. What I noticed was that I kept playing the game to see what would happen next, just like http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.html #5 "Element of Uncertainty."
http://www.flickr.com/photos/94373586@N04/8604792478/in/photostream
Roads of Rome II:
Got this gem free from the AppsGonefree app. At least as far as I've progressed, there isn't a great deal of historic accuracy in terms of the story, but was an entertaining game nonetheless. I soon noticed that same "hook" of rewarding the brain, #5 "Element of Uncertainty."
http://www.flickr.com/photos/94373586@N04/8603690089/in/photostream
All this has prompted me to re-think the platform of gaming in my classroom. Like all technology I use (e.g. Google Form exit slips), I also have a physical version for the students without a device. I'd like to create gaming mechanics able to exist in the physical world before using technology as enhancements.
Also, I was surprised that attention wasn't called to the http://www.nmc.org/pdf/2012-horizon-report-K12.pdf]2012" rel="nofollow" target="_blank">http://www.nmc.org/pdf/2012-horizon-report-K12.pdf in which Augmented Reality got some great coverage (4-5 years away).
Here's a good link from that:
http://nikpeachey.blogspot.co.uk/2012/04/getting-learning-out-of-classroom-with.html