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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.
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  • 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?
Vahid Masrour

Education Levels Up! - A noObs guide to Gamifying your Classroom » MrDaley.co... - 32 views

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    great basic guide of gamification with implementation tips.
Vahid Masrour

Game-Based Learning | Scoop.it - 49 views

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    great selection of links on gamification and gaming in education.
Evelyn Izquierdo

Come join Podcasting for the ESL/EFL Classroom - 20 views

Hi all! Happy New Year! Here is an invitation for you. Come join Podcasting for the ESL/EFL Classroom, a totally free, 5-week, hands-on, TESOL - Electronic Village Online (EVO) workshop aimed at ...

podcasting web2.0 technology tools resources Teaching learning

started by Evelyn Izquierdo on 05 Jan 12 no follow-up yet
Steve Ransom

Peter T. Coleman, PhD: The Consequences of Our Games - 2 views

  • "At a time when games are becoming ever more realistic, reality is becoming more gamelike."
  • The problem is not that games are inconsistent with many aspects of our lives; it is that they provide a limited and skewed lens on the world
  • Seeing more and more aspects of our lives as games to win through maximization has a sort of self-perpetuating effect with perverse consequences, not the least of which is the impairment of what Diesing terms social rationality; the cherishing of unique relationships, personal connectedness, cooperative functioning, solidarity and sentiment.
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  • It stresses the strategic interdependent interests of humans and assumes that in games there is always a rational choice which is the best counter-choice to your opponent's.
  • If winning efficiently is the goal, then the rules (ethical, moral, legal, and spiritual), are essentially obstacles to game.
  • In our schools, competition for access to elite preschools, for grades, for social status, in sports, over positions of leadership, and for admission to exclusive colleges transforms one of our most basic institutions for fostering community, ethics and learning into competitive, individualistic corporate training-grounds. In these settings, the importance of competitive sports becomes paramount, for both financial and training purposes, and the artistry of cheating (see this year's Stuyvesant High School cheating scandal) and rule-bending (see Joe Paterno) revered. Such intense competition encourages the professionalization of parenting -- through tutors, highly-educated nannies, prep courses, and professional training camps (such as investment camps). You can imagine the deleterious effects these trends have on the ethos of care and moral responsibility in our families and schools, a critical buffer against bullying and violence in the lives of our children.
  • We become hyper-connected through technologies, boasting our number of "friends" on Facebook, and have less and less intimacy.
  • We choose friends with benefits or Internet porn over romantic relationships as they are less messy, more efficient.
  • Life is a race and we are losing.
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    A great piece worth the time to reflect on. Mindfulness needs to be practiced frequently.
Syed Amjad Ali

Why E-Learning - A simple analysis - 0 views

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    E-Learning industry is witnessing tremendous growth in terms of revenue and application. It has become a synonym for many of the learning requirements in corporates, academics and government institutions. To provide most suitable learning solutions, industry experts exploring and inventing creative methods and approaches such as Custom Learning Solutions, Rapid Learning Solutions, Gamifications, Instructor Led Training programs and blend of these methods and approaches.
Dimitris Tzouris

Achievery - 31 views

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    Is it Free.
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