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Sheri Edwards

Information Overload in the 17th Century - Science and Tech - The Atlantic - 12 views

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    What a glut of books! Who can read them? As already, we shall have a vast Chaos and confusion of Books, we are oppressed with them, our eyes ache with reading, our fingers with turning. For my part I am one of the number--one of the many--I do not deny it... Robert Burton's 1621 work The Anatomy of Melancholy:
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?
Steve Ransom

Immersed In Too Much Information, We Can Sometimes Miss The Big Picture : All Tech Cons... - 22 views

  • Although we find ourselves as travelers in the age of over sharing, it turns out we remain quite adept at avoiding the really tough topics.
  • Google’s Eric Schmidt recently stated that every two days we create as much information as we did from the beginning of civilization through 2003. Perhaps the sheer bulk of data makes it easier to suppress that information which we find overly unpleasant. Who’s got time for a victim in Afghanistan or end-of-life issues with all these Tweets coming in?
  • Between reality TV, 24-hour news, and the constant hammering of the stream, I am less likely to tackle seriously uncomfortable topics. I can bury myself in a mountain of incoming information. And if my stream is any indication, I’m not alone. For me, repression used to be a one man show. Now I am part of a broader movement — mass avoidance through social media.
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    A must-read: "Although we find ourselves as travelers in the age of over sharing, it turns out we remain quite adept at avoiding the really tough topics."
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