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Chris Mosier

Pearson-Incubated Startup Alleyoop Launches To Gamify Adaptive Learning - 1 views

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    Students earn virtual currency by completing math "missions" with third party content. This is a start-up incubated by Pearson. To unlock premium content, students would pay real money (this portion is modeled on Zynga's facebook games)
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    Nice to see the customization revolution well underway. Makes sense to focus on the upper teen segment who might be inspired to try something new to NOT dropout of HS or college. I wonder if their preliminary studies find changes in performance in traditional classes?
Shane Tutwiler

San Francisco GDC (March, 2009) Presentation (Scott Rigby): "From First Date to Committ... - 0 views

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    Description: Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need Satisfaction model (PENS) focuses specifically on experiences of competence, autonomy and relatedness satisfactions. Game examples and strategies for maximizing these satisfactions are discussed.
Kelsey Voigt

Dollars and Sense: Kids, Credit, and Kwedit - 0 views

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    Kwedit, an online lending site, lets teens sign a virtual "play now, pay later" contract in exchange for real-world currency for virtual games. Is this model really valuable for teaching credit responsibility, or does it take advantage of the draw of virtual games to make a profit...or both?
Marium Afzal

A Neurologist Makes the Case for the Video Game Model as a Learning Tool - 4 views

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    behaviorist view on videogames and learning
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