this approach is fraught with many hiccups.
http://scottnicholson.com/pubs/meaningfulframework.pdf - 0 views
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Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the activity, as it replaces internal motivation with external motivation. If, however, the game design elements can be made meaningful to the user through information, then internal motivation can be improved as there is less need to emphasize external rewards. This paper introduces the concept of meaningful gamification through a user-centered exploration of theories behind organismic integration theory, situational relevance, situated motivational affordance, universal design for learning, and player-generated content.
hatbooks: COETAIL--Challenges of Technology Adoption in the Japanese University - 1 views
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Students seem less likely to engage in independent learning related to a course outside of class and spend a very limited amount of time in preparation for classes.
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no wireless,
A Year of Breadlike Syllabus Making for ds106 - CogDogBlog - 0 views
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Somewhat later (like yesterday while sitting on a beach) it struck me that it’s another case of Korzybski’s line of the map not being the territory – the syllabus is not the class, the experience, but some representation of it.
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I remain astounded that anyone with a fully functioning neocortex is talking seriously about MOOCs being some model of saving education when the word is each course rings up a tab of $250k (edx) or even more. What does an institution get for dropping a quarter of a million per course?
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Learning should never be an end game of an answer, but the quest, right?
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