Skip to main content

Home/ FTW: Gaming for Learning/ Group items tagged play

Rss Feed Group items tagged

anonymous

Can't play, won't play | Hide&Seek - Inventing new kinds of play - 0 views

  • What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
    • anonymous
       
      There's also the issue of play. Games offer play. Achievements and points are merely reward structures.
  • but neither points nor badges in any way constitute a game
  • They are the least important bit of a game, the bit that has the least to do with all of the rich cognitive, emotional and social drivers which gamifiers are intending to connect with.
  • ...4 more annotations...
  • Games give their players meaningful choices that meaningfully impact on the world of the game.
  • A world of badges and points only offers upwards escalation, and without the pain of loss and failure, these mean far less.
  • Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing (bank, gym, job, government, genital health outreach program, etc) with the psychological, emotional and social power of a great game.
  • Gamification, as it stands, should actually be called poinstificatio
  •  
    What we're currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
  •  
    Another point here is the importance of "play" - games are designed to offer play in some form or another. Achievement structures are not play but an end object.
anonymous

WoW Game-Play Motivations | PARC PlayOn 2.0 - 0 views

  •  
    In the survey, participants filled out a motivations inventory, focusing on the 3 main game-play motivations identified in earlier research on MMO players. The table below summarizes what is encompassed by the 3 main components of the model. The Achievement branch focuses on different ways of gaining power in the game. The Social branch focuses on different ways of relating to other players. And the Immersion branch focuses on different ways of being part of the story and game world.
anonymous

'Warcraft' Sequel Lets Gamers Play A Character Playing 'Warcraft' | The Onion - America... - 0 views

  •  
    Just like playing world of warcraft - only better!
anonymous

The WoW Factor -- THE Journal - 0 views

  • For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
  • "Does anyone know where to find best practices for a unit on reptiles?"
  • Vyktorea herself belongs to Catherine Parsons, assistant superintendent for curriculum, instruction, and pupil personnel services for Pine Plains Central School District in New York state. Parsons is the founder of this "guild"-- a community of game players with a shared interest. Called Cognitive Dissonance and populated entirely by educators from both K-12 and higher education, it meets regularly in WoW's elaborate, monster-laden fantasy adventure world, where members play, share ideas, and explore possible instructional crossover. Parsons created the guild two years ago and now runs it with help from Sandy Wagner, director of technology for New York's Auburn Enlarged City School District.
  • ...1 more annotation...
  • "Cognitive Dissonance represents for me the moment when you realize your perspective may not be the only one, or what you knew before might not be true or may need to evolve or change based on the new information you have gathered," Parsons says. "For many, the idea that video games might represent some analogy to an effective learning structure, or that there might just be something to using video games in the classroom, is one some educators might consider 'nontraditional.' So what better name than Cognitive Dissonance-- the uncomfortable feeling caused by holding two contradictory ideas simultaneously."
  •  
    For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
anonymous

Wired 14.04: You Play World of Warcraft? You're Hired! - 0 views

  • But he had an additional qualification his prospective employer wasn't aware of, one that gave him a decisive edge: He was one of the top guild masters in the online role-playing game World of Warcraft.
  •  
    "his prospective employer wasn't aware of, one that gave him a decisive edge: He was one of the top guild masters in the online role-playing game World of Warcraft."
anonymous

WoW in schools - after school program success | LiveScience - 0 views

  •  
    "Constance Steinkuehler, an educational researcher who organized an afterschool group for boys to play, for educational purposes, the massively multiplayer online role-playing game."
anonymous

Terra Nova: A dissertation distilled into a single blog post /cry - 0 views

  •  
    "I recently defended my dissertation at the University of Washington College of Education, and, as you can guess from this post on Terra Nova, it was on learning in MMOGs. Specifically, I looked at the change in raiding practice of a group of World of Warcraft players as I played alongside them for 10 months. Of particular note, my data is from the early days of WoW, spanning the life and death of a Molten Core (and later BWL and AQ40) group that came together out of a multi-guild alliance. We were on a role-play server, which I think is important to note, given the group's shared values and goals of hanging out and having fun over and beyond itemization and progression. "
anonymous

Tech Digest: Study shows that virtual worlds can influence real-world decisions - 0 views

  •  
    The scientists' conclusion? "Whatever you've learned in the computer game does have an effect on how you behave toward the stimulus in the real world" says the leader of the study, Paul Fletcher. For those of you who play computer games on a regular basis
anonymous

Public Google Doc: WOW_Learning_Value: Repurposing game structures for the classroom - 0 views

  •  
    I created this spreadsheet in order to track insights about aspects of MMO game play (example is WoW) that might be reconfigured or repurposed as classroom/school learning structures. The object here is not to necessarily use WoW in school but examine which elements of gameplay translate into new and unique learning experiences online or off. PLEASE ADD YOUR COMMENTS TO THE DOCUMENT. Short URL for sharing here: http://tinyurl.com/27sxnxa
anonymous

Richard Bartle: Gamers have won the battle against the censors | Technology | guardian.... - 0 views

  •  
    Half the UK population has grown up playing computer games. They aren't addicted, they aren't psychopathic killers, and they resent those boneheads - that's you - who imply that they are addicted and are psychopathic killers.
anonymous

Game review: Free Realms for PC | Technology | guardian.co.uk - 0 views

  •  
    Tiered membership means you'll come across items and quests only available if you sign up, but even so, this game has more than enough quality free play experiences to keep you entertained.
anonymous

Charlie Brooker: why I love video games | Technology | The Guardian - 0 views

  •  
    "Don't play video games yet? Then it's time to get with the program - just try not to jab the console too hard"
anonymous

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views

  •  
    "A YouGov poll has suggested that computer games can damage children's ability to communicate, but Tom Chatfield argues that gaming imparts a range of new, vitally important skills"
anonymous

With Kinect Controller, Hackers Take Liberties - NYTimes.com - 0 views

  •  
    "Innovators like Oliver Kreylos were eager for the Xbox Kinect, but not to play games. He uses it to capture live 3-D images"
anonymous

Techne » Learning from computer games: digging Minecraft - 1 views

  •  
    "How can we learn with computer games? Let's look into the process of learning to play a noteworthy and recently published game as an example."
anonymous

Toying with Transmedia: The Future of Entertainment is Child's Play | MIT World - 0 views

  •  
    Jenkins explains what IS and IS not transmedia - accessible, engaging and interesting.
anonymous

[new post] Noobing it up in minecraft: survival, making, sharing - 0 views

  •  
    "I'd like to talk a bit about why I like the game and offer a few suggestions for educators looking for a meaningful way into your own learning. I'm going to call this: forget about the teaching part and just play = say goodbye to an evening or more, get lost a lot, die, make stuff, break stuff, repeat. I'm going to call my gaming pedagogy: noobing it up! "
anonymous

[videogames] Torley trips out playing AudioSurf for the first time - 0 views

  •  
    Fun to watch and listen to Torley, who "likes colorful lights and pulsating music. Herein lies one of his first forays into the wonderful world of AudioSurf!"
anonymous

Gamasutra - Features - Psychology is Fun - 0 views

  • oundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • Foundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • World of Warcraft, regardless of race or class selected. Learn to walk properly, kill efficiently, use skills, loot, sell, etc., and there's no dearth of praise, experience, and cash value. Yet, continuous reinforcement is the first to wear off, because players immediately notice once you've staunched the flow of reward.
  • ...5 more annotations...
  • fixed ratios, or fixed intervals, rewarding only after a set number of correct responses, or rewarding after a set amount of time, respectively.
  • compound reward schedules
  • until there's an extremity-themed reward at the tail end, behaviorism also calls this a chain
  • eeding concurrent reward schedules. They let our brain pick and choose the best way to reward itself. The key to generating fun in the brain of the player is to cater to them. They should always have options for how they want to stimulate themselves.
    • anonymous
       
      the pleasure principle - the design and characteristics of the reward, the pleaure and/or function
  • dopamine, has been shown to have less to do with pleasure than with appetite, or "seeking."
  •  
    "Pleasure first, and then, excuse from pain, shape every move that we will ever make -- so say the behaviorists"
anonymous

Literary Analysis of Video Games - 1 views

  • These games can be addictive. They are designed for addiction, much like cigarettes. While there is a considerable amount of thought that goes into the historical accuracy of the images and characters, as well as the depth of the stories, it’s really about getting kids playing and then keeping them there. This is not “casual” gaming. This is the kind of things that makes you question what is real.
    • anonymous
       
      This is a standard trope coming from educators against gaming.
1 - 20 of 22 Next ›
Showing 20 items per page