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Stephanie Fitzgerald

Designing engagement: The secret of Game Dev Story - 0 views

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    Here's another perspective on engagement: how to make games more addictive (or compulsive?) by creating "smarter game loops" with fewer exit points. The example discussed is "Game Dev Story," a management simulation for a game development studio.
Anna Ho

Andrew Stanton: The clues to a great story | Video on TED.com - 1 views

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    Pixar director Andrew Stanton's talk on what guides him as a storyteller parallels what we strive to do as educators: to inspire our audience's sense of wonder, challenge, and relatedness. "The audience," says Stanton, "actually wants to work for their meal. They just don't want to know that they're doing that." I'm not sure if storytelling is an apt metaphor for all learning situations, but I personally am inspired to look to storytellers for tips on how to connect with my learners.
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    Andrew Stanton is also the brilliance behind "Finding Nemo" one of the better Pixar films. "Working for their meal" and the "2+2" notion relates to honoring people's intelligence and not making the story or lesson or video game too simple or the goal too obvious. Dr. Dede has said in the past that to engage students who struggle, we should give them more dificult conepts and make them accessible. Similar ideas.
Ashley Lee

Family Math In A Minute Story - 0 views

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    a research project collecting short stories about how people experience mathematics in everyday life
Xiaodi Chen

Jack Andraka, the Teen Prodigy of Pancreatic Cancer | Science & Nature | Smithsonian Ma... - 1 views

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    A very inspiring story! This is an example of engagement, motivation and flow coming together! If this 15 year-old boy can achieve this, why can we not foster it in other children? 
Stephanie Fitzgerald

Glory, A History Board Game - Kickstarter - 0 views

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    This Kickstarter project aims to fund a standards-aligned history board game that engages students. The free companion web application will track students' progress, allowing for differentiated instruction while making the game "fun to play again and again: as players answer question cards, they earn badges and can unlock new careers and powers. The game becomes a story, a competition, and a World History simulation with limitless possibilities."
Tom Keffer

Table Hockey, on Ice Since Heyday in 1970s, Makes a Comeback - WSJ.com - 0 views

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    Cute story about a renewed interest in table hockey. One quote: "In videogames, there is no humanity."
Jackie Iger

Mooresville School District, a Laptop Success Story - NYTimes.com - 1 views

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    A profile of a school district that has successfully woven technology into the curriculum after issuing laptops to nearly 4,500 students in grades 4-12 three years ago. Statewide, the district now ranks third in test scores and second in graduation rates.
Chris McEnroe

Technology a Top Priority in District 196 Schools - Rosemount, MN Patch - 0 views

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  • y more engaged,” said Heier. “The engagement itself, hopefully, will increase student performance.” Funding for these undertakings comes from a variety of sources, said Jeff Solomon, director of finance and operations for the district. Until recently, one source was a financial pool provided to schools nationwide by the Microsoft corporation as the result of a lawsuit served as a revenue source. However, those funds are now drying up after several years of use. The district also receives $1.4 million per year from the capital projects levy, all of which is intended for technology-related purchases. The 10-year levy was voted into effect in 2004. Capital funds are another source of technology funding. These monies, which are issued annually, are provided by state aid and by local property taxes. The total capital funds budget is $10 million per year. However, only $140,000 is designated for administrative technology; another $1.2 million is also allocated to specific schools, where the revenue is often used to fund technology. Currently, the district’s primary technological priority is building a stronger, more consistent wireless connection, said Heier. This project is still in the early stages. The district is working with a consulting firm to design a network that will allow for further expansion. Heier said that in the future, the district would like to create an environment where students can bring their own devices to school, and where schools provide students with devices, such as laptops and tablets. The district will begin building the network in either summer or fall of 2012. Heier was unable to estimate an end date for the project, but said the district hopes to establish the network within two years. The wireless project is estimated to cost between $500,000 and $750,000, according to Heier. Funding for the network is currently being sourced from the capital project levy. At present, levy funds will not be available until after 2014-2015. However, the levy may be renewed through a community vote in 2014. Either way, it appears that high-tech efforts will continue to be a priority for District 196 in the foreseeable future. “It’s our world now,” said Berenz. “We don’t have the choice to not incorporate technology.” Related Topics: Capital Funds Project, Capital Revenue, District 196, Education, Jeff solomon, Rosemount-Apple Valley- Eagan School District, Superintendent Jane Berenz, Technology in classes, and classroom technology What do you think of technology in classrooms? Tell us in the comments. Email me updates about this story. [["validates_email_format_of",{"message":"Enter a valid email address e.g. janedoe@aol.com."}]] Website: Thanks. We'll email you the next time we update this story.  Email  Print Follow comments  Submit tip   Comment Leave a comment [["validates_presence_of",{"message":"Hey, you forgot to let us know how you feel \u2014 please enter a comment."}],["validates_length_of",{"too_long":"Easy there, Tolstoy. Your comment cannot exceed 1500 characters.","maximum":1500,"allow_blank":true}]]comm
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    Spending money with the hope that learning comes from assumed engagement.
Stephen Bresnick

Storyboard Podcast: The Curse of Cow Clicker | Magazine - 1 views

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    This is a really interesting article about the story of one of the most popular web-based games of last year. The interesting part is that the creator of the game designed it as a joke, trying to poke fun at other wildly popular games like Farmville. He made the game as simple as possible, compelled users to log in regularly to "Click a Cow," and had them earn points when other people clicked their cows. The message was supposed to be, "these types of games are manipulative in their tactics to keep people playing, and they are mindless and painfully stupid." However, his design stumbled on something that people really enjoy, and as a result, people didn't get that the game was meant to be a joke, and it became a huge hit. I think this shows that flow-inducing actitivities, or ones that keep the user engaged and provide quick feedback, are highly desirable for users.
Chris Dede

Digital Learning Day :: Home - 4 views

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    "Digital Learning Day is a nationwide celebration of innovative teaching and learning through digital media and technology that engages students and provides them with a rich, personalized educational experience."
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    The EcoMOBILE project was featured in the first hour of this webcast. Lots of interesting success stories.
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    Great! Shari showed us parts of the video in her intro to EcoMOBILE... good to see it all the way through. Kudos to other projects too.
Jackie Iger

World of Warcraft skills save boy & sister from moose attack - Video Games Reviews, Che... - 4 views

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    I stumbled across this story and couldn't help but post...
Kasthuri Gopalaratnam

Mooresville School District, a Laptop Success Story - (It's Not Just About the Laptops) - 0 views

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    Some very useful lessons to learn fro Mooresville. Looks like the broader ecosystem (such as cheper access to broadband internet) has been thought through rather than just dropping a laptop into the classroom.
Tracy Cordner

A Story About Motivation - Peter Bregman - Harvard Business Review - 0 views

  • Some participants received five dollars, some fifty cents, and some were asked to do it as a favor. How hard did each group work? The five dollar group dragged, on average, 159 circles. The fifty cents group dragged 101 circles. And the group that was paid nothing but asked to do it as a favor? They dragged 168 circles.
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    I think this seriously overlooks the notion that we do so often what we get paid to do - so its not just the money, its the rarity of the experience. Would these people drag so often if they were asked to do this favor 5 days a week?
Nick Siewert

'America's Army' Video Game Blurs Virtual War, 'Militainment' : NPR - 1 views

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    The US Army knows quite a bit about engagement, motivation and flow. The video game America's Army is working to ensure a steady flow of young, tech savvy people into the ranks.
Xavier Rozas

A Soldier's Story: training is serious when you could be deployed - 0 views

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    Talk about high stakes tests! These soldiers in basic training are learning about the tools of the trade in simulations designed to evoke emotional reactions not dissimilar to the ones they may face if deployed to a war zone.
Jennifer Jocz

Seeking Philanthropy in MMOs and Online Gaming :: ZAM - 1 views

  • This Wednesday, McGonigal is launching Urgent Evoke, a new MMO-ARG (Alternate Reality Game) hybrid that she hopes will "help empower young people all over the world, and especially young people in Africa, to come up with creative solutions to our most urgent social problems," according to the official blog. The upcoming game offers players the chance to earn tangible rewards—scholarships and venture capital, for example—by performing real-world "quests" like volunteer work and career-building tasks. The concept might not seem that enticing to conventional gamers, but it's an early, real-world application of what McGonigal believes social gaming can help achieve.
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    Can video games help change the world?
Xavier Rozas

Harvard launches on iTunes U | Stories | Harvard Alumni Affairs & Development (AA&D) - 0 views

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    WOW... who knew?!
Jennifer Jocz

University World News - US: Women gain in science while video games hold back boys - 0 views

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  • Last year, Iowa State University researcher Douglas Gentile published a survey of American 8-to-18 year-olds which found 12% of boys were video-game addicted, having at least six symptoms out of 11, similar to a scale for gambling addiction. Yet only 3% of girls were video game addicts.
  • Robert Weis and Brittany C Cerankosky of Denison University measured a group of boys' academic baseline achievement and surveyed their parents and teachers as well. They then gave half the boys video-game units. Boys receiving the video-game stations experienced an academic nosedive. The control group of boys without video games continued with solid schoolwork.
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    Although this study is just correlative, it still poses some interesting questions about video games and academic achievement.
Brandon Pousley

The film that stirred a cause, perhaps - 0 views

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    "Do mouse clicking and video sharing count as legitimate forms of grass-roots mobilization?" A look at online video as a tool for engaging viewers in social action.
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