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Hawkye Narasumas

Connectivism: A Learning Theory for the Digital Age - 0 views

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    Connectivism: A Learning Theory for the Digital Age Introduction Behaviorism, cognitivism, and constructivism are the three broad learning theories most often utilized in the creation of instructional environments. These theories, however, were developed in a time when learning was not impacted through technology.
April H.

The Obsession with Math and Numbers in MMOs | Wolfshead Online - 0 views

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    This article discusses Theorycraft and why it has undermined the joy and purpose of the MMO. I found an interesting correlation to how this situation can be applied to using games/gamification in the classroom improperly.
April H.

BBC - Future - Technology - Gamification: Is it game over? - 0 views

  • Only last year, the US-based analysts Gartner predicted that 70% of the world's top 2000 companies will be using gamification in some form by 2014.
  • By 2014, it predicts that 80% of gamification applications will fail to deliver “because of poor design”.
    • April H.
       
      Just because Gartner said businesses were going to use gamification doesn't automatically mean that it would be effective.
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    This BBC article looks at gamification and it looks at how gamification is overused or used without understanding the underlying principles of game mechanics.
Richard Smyth

Guilds as Professional Learning Networks | South Alabama Gaming Educators (SAGE) - 1 views

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    learned of this on the TweetChat on 3/20/2013
April H.

Sculpting Flow and Fiero : Daily MTG : Magic: The Gathering - 1 views

    • April H.
       
      This sounds suspiciously like training to me; well, everything except for the "voluntary" part.
  • What this means for you as a game designer is that if you're going to ask people to do voluntary work, you have got to make sure they're getting something out of it.
  • play," for which my favorite description is "intense, optimistic engagement with the world around us."
  • ...6 more annotations...
  • central to the flow experience were three factors: clear goals, rigidly defined rules of engagement, and the potential for measured improvement in the context of those goals and rules.
  • If flow represents the height of the human capacity to learn?and therefore to triumph?fiero is the payoff that happens once we do that.
  • The root of that meaning is the fiero impulse, which inspires optimism by evincing mastery?and mastery helps us feel capable of meeting the most intense challenges of our lives.
  • you're always aware of the system inside which you operate, what you can and cannot do. That's vital to create flow. In real life, we're not always confident about how we can act to affect our environment, and that makes us feel lost and helpless. In a system of clearly defined rules of interaction, we feel capacitized and imbued with agency.
  • Fiero, to me, is driven by the desire to participate in something epic, something imbued with narrative significance.
  • They evoke real human emotions in ways other art forms address, but occasionally cannot touch.
Center4 EduPunx

Intro to Apps, AR and ARGS - 1 views

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    Slideshare
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