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Chris Dede

Gamestar Mechanic: Gamification Made Easy | Edutopia - 0 views

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    is this the right approach?
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    Although learning game design is valuable in itself, the learning objectives are vague and feedback doesn't seem to be embedded in the process. Gamestar claims that the game is adaptable to all content areas, however, without learning objectives from the outset students may master game design without learning classroom subject matter.
Stephanie Fitzgerald

Gamification Wiki | Gamification.org - 2 views

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    This wiki collects numerous resources regarding gamification: videos, books, examples of gamified websites, and explanations of specific game mechanics.
Kim Frumin

Game Mechanics Support Social Currency? - 2 views

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    Two ways to read about Wharton professor Jonah Berger's take on how game mechanics can be engineered to promote social currency. Do you agree with Berger's perspective? Here's the link to the academic paper: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1836457
Lisa Schnoll

Home | EdGE - 0 views

shared by Lisa Schnoll on 08 Apr 13 - No Cached
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    This a great (and local) group doing exciting work with Game Mechanics and Science Inquiry. Check it out!
Anna Ho

Sunni Brown: Doodlers, unite! - YouTube - 1 views

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    Doodling - self-mechanism for processing info and sustaining engagement?
shendanxi

The Multiple Dimensions of Video Game Effects - 0 views

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    The paper suggests a multi-dimensional approach to analysing digital games. The good or bad criticism should be replaced by thinking about the games' effects in terms of (1) the amount of play, (2) the content of play, (3) the game context, (4) the game structure, and (5) the mechanics of game play. Considerations should be put into each of these 5 dimensions when a game is being designed.
Xavier Rozas

Faster Maintenance with Augmented Reality - 0 views

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    Article discusses a MIT/Columbia project currently underway that uses AR systems to assist Marines during difficult repairs to weapons systems and vehicles. The test found that mechanics could perform the repairs in half the time when using AR assistance versus the more traditional text-based repair manual. I would be very interested in seeing how more AR in classroom seetings in physics and math might accelerate learning.
Andrew McCollum

Game mechanics at Khan Academy - 2 views

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    Using badges and progress metrics to encourage student learning.
pradeepg

A math competition in Lure of the labrynth organized by MIT educationa arcade - 0 views

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    If you haven't come across lure of the labyrinth, do visit the site. An example of intrinsic integration of learning content with game mechanics.
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    Pradeep, I ran across this article that references two digital math competitions (Lure of Labrynth, Dimension U) and notes a distrubing US statistic: "In New York City, for instance, just 10 percent of the high schools with the highest black and Latino enrollments offer Algebra II, according to a report by the U.S. Department of Education." http://www.huffingtonpost.com/2012/04/11/feature-numbers-game-ame_n_1418589.html
Leslie Lieman

"Designing Play That Matters: Community PlanIt and the Boston Public Schools" - Radclif... - 0 views

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    An interesting lecture this Tuesday, March 27, 2012 at 6:15 p.m! Malkin Penthouse, 4th floor, Littauer Building, 79 John F. Kennedy Street, Eric Gordon explores whether Community PlanIt-a web-based social network developed by Gordon's Engagement Game Lab-help improve public schools in Boston. - Eric Gordon, Associate Professor, Department of Visual and Media Arts, Emerson College and Lead Designer, Community PlanIt - Commentary by Nigel Jacob, Co-Director, Office of New Urban Mechanics, City of Boston
Jing Jing Tan

Welcome to Flow in Games - 0 views

  • 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.
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  • 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
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    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.
pradeepg

DimensionU Games from Pearson - - 2 views

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    On trialling these games from Pearson ( download demo available for -math and english) it is obvious that there is no integration of learning content with game play mechanics...... do share your thoughts if you should trial it.
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