He explains that gamification involves crafting an experience where a player engages in a challenge and uses interactivity and dynamic feedback to make decisions and work toward a specific outcome.
where you present a challenge, the learner makes choices, and the choices produce consequences
There can no longer be an “opt out” clause when dealing with technology in our schools, especially from our administrators. We need to prepare our kids to live in this world now and in the future. Change may feel hard, but it is part of learning. We expect it from our kids, we need to expect it from ourselves.
I love this series on humanizing technology. They present some excellent ideas that generate difficult questions. The most recent piece is on how Rio is using technology to become a smart city.
He’s talking about doing something so creative that you establish a distinct market, niche and identity. You’ve established a creative monopoly and everybody has to come to you if they want that service, at least for a time.
Instead of developing a passion for one subject, they’re rewarded for becoming professional students, getting great grades across all subjects, regardless of their intrinsic interests. Instead of wandering across strange domains, they have to prudentially apportion their time, making productive use of each hour.
Competition has trumped value-creation. In this and other ways, the competitive arena undermines innovation.
But it’s probably a good idea to try to supplement them with the skills of the creative monopolist: alertness, independence and the ability to reclaim forgotten traditions.