I was just thinking about the class discussion yesterday when we were talking about pink legos, that parents might be over-thinking the purchase of toys their kids play with. It made me think about the doll test, which many of you might know about already, which is more about race than gender. I think it shows that in terms of racial and self-identity and societal views of beauty, parents might be more thoughtful in purchasing toys. For example, African-American parents might make sure that their daughter has a collection of both the "classic" Barbie dolls and the Barbie dolls of color to make sure that she doesn't believe that she is physically less beautiful or does not fit the ideal form of beauty that the "classic" Barbie represents.
I think vocational schools give students the means for making time spent in school relevant and useful to them. They pursue an interest and see it connected to a relevant future. In the current age where interdisciplinary work is the norm, jobs are mutable, and careers are evolutionary, vocational education is no longer preparing students for a job or career; just their first one.
I completely agree! I have a good friend who dropped out of high school, earned his GED the same week, and went on to a technical vocational school to study IT/systems management. Turned out that once he got to the vocational school, he became the top student in most of his classes, and well-known for staying after class to engage instructors in intellectual debate. I find it disappointing that our society tends to devalue vocational schools; it seems to me that we should instead be focusing on what fits each student best.
In order to design a game for broader audiences, the in-game experience can’t be linear and static. Instead, it needs to offer a wide coverage of potential experiences to fit in different players’ Flow Zones
To expand a game's Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences. From extremely simple tasks to complex problem solving, different players should always be able to find the right amount of challenges to engage during the Flow experience.
Once a network of choices is applied, the Flow experience is very much customizable by the players. If they start feeling bored, they can choose to play harder, vice versa.
Expand your game’s Flow coverage by including a wide spectrum of gameplay with different difficulties and flavors
Create an Player-oriented Active DDA system to allow different players to play in their own paces
Embed DDA choices into the core gameplay mechanics and let player make their choices through play
This article examines how to best create flow experiences in video games. The author argues for 1) including a variety of gameplay activities, 2) allowing players to play at their own paces, and 3) letting players make choices.
Several major companies have already developed iPad-ready Web sites
which will run alongside their current Flash-based sites for computer
users. The New York Times will have an iPad version of its site.
changing the layout of their content to better fit the iPad's
screen
There has been a push to convert to HTML5 for a couple years and for
several reasons, less Flash dependence being one of them
HTML5 will make it possible for many other
devices, most notably the iPhone and other smartphones, to view full Web
pages without Flash. That would eliminate the need for many companies
to maintain separate sites for mobile devices.