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Martin Burrett

BBC Maths - Angles - Mission 2110 - 0 views

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    Battle evil robots and save the world with your knowledge of angles with this great BBC maths adventure. http://ictmagic.wikispaces.com/Maths
Ebey Soman

Congo: Red Rubber, White King, Black Death - 0 views

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    Congo: Red Rubber, White King, Black Death is a critical film and documentary on the reign of King Leopold of Belgium over his private property we now know as the country of Congo. The film graphically illustrates the atrocities that occurred, the injustices, the evils and the popular lies that people hold to be true. Below is a quick summary of the film and a few notes on what seemed interesting to me.
Kerry J

Neverwinter Nights - play AND create adventures for you and your friends! - 0 views

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    The Neverwinter Nights Aurora Toolset allows even novice users to construct everything from a quiet, misty forest or a dripping cavern of foul evil, to a king's court. All the monsters, items, set pieces and settings are there for world builders to use. But do not stop there; construct traps, encounters, custom monsters and magic items to make your adventure unique. But the Neverwinter experience is not just for one person- adventure with all your friends. Neverwinter Nights can be played online with up to 64 friends, all sharing in the adventure. You can organize and run your own adventures through the role of the Dungeon Master and control all the monsters, creatures and characters your friends meet as they journey on their quest.
Kerry J

Peter's Evil Overlord List - 0 views

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    Is this another way to think of the educational value of games and pop culture?
takshilalearn

What is the importance of time in our life? Meaning and Value of the Time - 0 views

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    Importance of time Meaning and Value of the Time in Everyone Life Time is the greatest gift in one's life Everyone has to respect and understand the time value because time can give the reaction of evil as well as good
intermixed intermixed

chemise burberry brit femme It - 0 views

Sweden and Finland participate in allied operations in the Balkans and Afghanistan. Associating Iran These ''a la carte'' partnerships that NATO wants to establish on a case-by-case basis are not w...

chemise burberry homme blanc brit femme ceinture pas cher

started by intermixed intermixed on 18 Dec 14 no follow-up yet
dsatkins1981

Five Psychological Principles Fueling Gamification : Learning Solutions Magazine - 0 views

  • narratives developed around a learning activity make the activity more engaging and relevant to the learner
    • dsatkins1981
       
      How could we build content and narrative into an Escape Room to enhance the already value elements such as problems-solving and creative thinking?
  • leveling up should become more difficult as users progress through the material.
    • dsatkins1981
       
      Designers at Nintendo often say: the best games are simple to play, but difficult to master (i.e. Mario).
  • the brain can only handle a finite amount of information at one time before becoming overloaded.
  • ...11 more annotations...
  • Better learning happens when this occurs.
  • Gamification has been shown to relieve stress and clear the brain of distractions.
  • “If you play Angry Birds or some other game on your mobile or laptop, you are not thinking about what you are making tonight for dinner. You are thinking about what is going on in the game,” she says.
  • incorporate learning in that experience, it causes a hyper focus on the key learning point.”
    • dsatkins1981
       
      Some in the field of brain science are finding that multitasking is actually detrimental to task-quality. In other words, each additional task you undertake decreases the quality of your focus on all tasks exponentially and therefore decreases each resultant product. Hyperfocus for limited periods may be much more inline with the way the brain wants to work.
  • on a psychological level, losses can be twice as powerful as gains
  • Individuals will keep playing
  • relieves cognitive overload
  • forges an emotional connection
  • individuals would rather avoid losses than acquire equivalent gains.
  • an individual would prefer to not lose $5, as opposed to finding $5.
  • Users who earn or receive awards as a result of gamification do not want to lose them and, thus, will continue playing in order to retain them.
    • dsatkins1981
       
      Like sonic the hedgehog losing rings? I like it. On the other hand, what about the evil of our day: microtransactions? Where does that come into play and what are the risks of abuse by designers of gamification in education?
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