Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says.
A Learning Science Alternative to Bloom's Taxonomy | Learning Solutions Magazine - 1 views
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shared by Todd Suomela on 20 Mar 19
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Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) - Reas... - 0 views
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shared by Todd Suomela on 14 Jun 17
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Instead of working, they are playing video games. About three quarters of the increase in leisure time among men since 2000 has gone to gaming. Total time spent on computers, including game consoles, has nearly doubled. You might think that this would be demoralizing. A life spent unemployed, living at home, without romantic prospects, playing digital time wasters does not sound particularly appealing on its face. Yet this group reports far higher levels of overall happiness than low-skilled young men from the turn of the 21st century. In contrast, self-reported happiness for older workers without college degrees fell during the same period. For low-skilled young women and men with college degrees, it stayed basically the same. A significant part of the difference comes down to what Hurst has called "innovations in leisure computer activities for young men." The problems come later. A young life spent playing video games can lead to a middle age without marketable skills or connections. "There is some evidence," Hurst pointed out, "that these young, lower-skilled men who are happy in their 20s become much less happy in their 30s or 40s." So are these guys just wasting their lives, frittering away their time on anti-social activities? Hurst describes his figures as "staggering" and "shocking"—a seismic shift in the relationship of young men to work. "Men in their 20s historically are a group with a strong attachment to the labor force," he writes. "The decline in employment rates for low-skilled men in their 20s was larger than it was for all other sex, age, and skill groups during this same time period." But there's another way to think about the change: as a shift in their relationship to unemployment. Research has consistently found that long-term unemployment is one of the most dispiriting things that can happen to a person. Happiness levels tank and never recover. One 2010 study by a group of German researchers suggests that it's worse, over time, for life satisfaction than even the death of a spouse. What video games appear to do is ease the psychic pain of joblessness—and to do it in a way that is, if not permanent, at least long-lasting. For low-skilled young men, what is the alternative to playing games? We might like to imagine that they would all become sociable and highly productive members of society, but that is not necessarily the case.
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A military shooter might offer a simulation of being a crack special forces soldier. A racing game might simulate learning to handle a performance sports car. A sci-fi role-playing game might simulate becoming an effective leader of a massive space colonization effort. But what you're really doing is training yourself to effectively identify on-screen visual cues and twitch your thumb at the right moment. You're learning to handle a controller, not a gun or a race car. You're learning to manage a game's hidden stats system, not a space station. A game provides the sensation of mastery without the actual ability. "It's a simulation of being an expert," Wolpaw says. "It's a way to fulfill a fantasy." That fantasy, ultimately, is one of work, purpose, and social and professional success.
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How America Went Haywire - The Atlantic - 2 views
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We all have hunches we can’t prove and superstitions that make no sense. Some of my best friends are very religious, and others believe in dubious conspiracy theories
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anything-goes relativism
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Much more than the other billion or so people in the developed world, we Americans believe—really believe—in the supernatural and the miraculous, in Satan on Earth, in reports of recent trips to and from heaven, and in a story of life’s instantaneous creation several thousand years ago.
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By my reckoning, the solidly reality-based are a minority, maybe a third of us but almost certainly fewer than half.
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Remarkably, the same fraction, or maybe less, believes that the Bible consists mainly of legends and fables—the same proportion that believes U.S. officials were complicit in the 9/11 attacks.
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Of course, various fantasy constituencies overlap and feed one another—for instance, belief in extraterrestrial visitation and abduction can lead to belief in vast government cover-ups, which can lead to belief in still more wide-ranging plots and cabals, which can jibe with a belief in an impending Armageddon.
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that there is some ‘public’ that shares a notion of reality, a concept of reason, and a set of criteria by which claims to reason and rationality are judged,
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merican moxie has always come in two types. We have our wilder, faster, looser side: We’re overexcited gamblers with a weakness for stories too good to be true. But we also have the virtues embodied by the Puritans and their secular descendants: steadiness, hard work, frugality, sobriety, and common sense.
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We invented the fantasy-industrial complex; almost nowhere outside poor or otherwise miserable countries are flamboyant supernatural beliefs so central to the identities of so many people.
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Essentially everything that became known as New Age was invented, developed, or popularized at the Esalen Institute.
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Reality itself is a purely social construction, a tableau of useful or wishful myths that members of a society or tribe have been persuaded to believe.
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Over in anthropology, where the exotic magical beliefs of traditional cultures were a main subject, the new paradigm took over completely—don’t judge, don’t disbelieve, don’t point your professorial finger
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the idea that nothing is any more correct or true than anything else
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Exciting falsehoods tend to do well in the perpetual referenda, and become self-validating. A search for almost any “alternative” theory or belief seems to generate more links to true believers’ pages and sites than to legitimate or skeptical ones, and those tend to dominate the first few pages of results. For instance, beginning in the ’90s, conspiracists decided that contrails, the skinny clouds of water vapor that form around jet-engine exhaust, were composed of exotic chemicals, part of a secret government scheme to test weapons or poison citizens or mitigate climate change—and renamed them chemtrails. When I Googled chemtrails proof, the first seven results offered so-called evidence of the nonexistent conspiracy. When I searched for government extraterrestrial cover-up, only one result in the first three pages didn’t link to an article endorsing a conspiracy theory.
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