"ames are infiltrating every aspect of daily life - and everyone's now a gamer, in one form or another. Early-on "gamification" involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that's not what makes games truly compelling. Good games take players on a journey, giving them something to learn, master and share. Gamification 2.0 is about creating game-like digital services that shape real-world behavior and deliver deep value to players, -- using a blend of intrinsic and extrinsic motivations. In this talk, we'll do a teardown of the biggest and most influential social gaming services, and distill those lessons into these Seven Core Concepts for Smart Gamification.
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Are you as smart as a 2 year old when it comes to geography? Check out this video - it will really surprise you and challenge you to be more familiar with world geography. Students will love this!
they should be able to do them more successfully if they take the course again the next time it is offered – something else that is possible in the brave new world of MOOCs. (Many of the students in my second offering of the course had attempted the first one a few months earlier.)
Imagine the culture shift that we might take a class and not expect to master the entire course during the first 9 weeks.
evaluation of student work and the awarding of grades can be devoted purely to providing students with a useful (formative) indication of their progress, not a (summative) measure of their performance or ability.