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What Makes Social Games Social? - 0 views

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    Detailed examination of the axis that promote/discourage collaborative play (Synchronous vs. Asynchronous player interaction, Symmetrical vs. Asymmetrical relationship formation & Strong Tie vs. Loose Tie relationship evolution). The article provides examples of each axis in practice. Interesting application of SDT's "relatedness" in a gaming context.
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DimensionU Wants Kids to Earn Their Allowances Through Educational Games - 0 views

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    Pizza for straight-A's is so pre-Internet. Remember those programs at chain restaurants like Pizza Hut that bribed kids into doing well in school by offering a free pizza for every straight-A report card? Ntiedo Etuk does, and he's looking to bring the concept into the digital sphere with DimensionU, a comprehensive student motivation system that wants to create the first form of "educational currency."
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An Examination of Flow and Immersion in Games - 0 views

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    This article talks about experiential gaming and making the construct of flow operational for educational games. The study used a business simulation and questionnaire to measure videogame "flow antecedents" like clear goals and challenge-skill balance, flow state indicators like concentration and time distortion, and the "flow consequences" of learning and exploratory behavior for about 100 students attending a school of economics. "This study is part of an ongoing attempt to develop a usable and valid scale for assessing flow experience in educational games." (Log in with Harvard access)
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MERLOT - 0 views

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    This is one of the premier resource sites containing links to rich media for educational applications. I have yet to see the notion of games or simulations mentioned in the literature as a rich media source, or "learning object" for curriculum integration.
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Draw Something, a New Twist on Pictionary, Charms Mobile Gamers - NYTimes.com - 0 views

  • Mr. Porter attributed the game’s success to its real-time feel. Players can watch animated playbacks of their teammates trying to guess their creation before taking their turn. The word choices are another big selling point; in addition to standard selections like “orange” and “dynamite,” the game is liberally infused with pop culture references, like members of the Wu-Tang Clan and Skrillex, a dubstep DJ. “We’re also benefiting from hitting at a time when a lot of people are moving from feature phones to smartphones,” he said. Mr. Porter thinks that just as Facebook has a social graph — the people its users want to be friends with — OMGPop can learn more about its “gamer graph,” or the people their users like to play games with. “It’s really about relationships,” he said  of the game. “How well do I know you and can guess what you drew. That is part of the fun.”
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    Draw Something was acquired by Zynga this week for $180 million!!!!
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Blended Learning Sports Variety of Approaches - 0 views

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    As schools mix online instruction and face-to-face learning, educators are identifying promising hybrid approaches As blended learning models, which mix face-to-face and online instruction, become more common in schools, classroom educators and administrators alike are navigating the changing role of teachers-and how schools can best support them in that new role.
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Video: Steve Jobs: One Last Thing - 0 views

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    This is a PBS documentary on Steve Jobs that I watched yesterday. Very interesting! There are segments in which the engaging features of Apple products are mentioned.
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James Gee: What Do Video Games Have to Do with Project-Based Learning? | Edutopia - 0 views

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    Gee comments on video games and project-based learning.
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The Instructional Use of Learning Objects -- Online Version - 0 views

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    This is probably the definitive online source on learning objects. I recommend you download each chapter, as it hasn't been updated in a while (a sign that it may go away). An extremely dry read, but if you take it in small doses you'll be well grounded in the concept. Key ideas are embedded in SCORM..
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How, and How Not, to Improve the Schools by Diane Ravitch | The New York Review of Books - 0 views

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    An article about what we can learn from the Finish education reform - we need to raise the standards for entry into the teaching profession, and future teachers should have intensive professional and academic preparation. Finnish teachers are driven by a sense of intrinsic motivation, not by the hope of a bonus or the fear of being fired. Intrinsic motivation is also what they seek to instill in their students.
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Henley-Putnam Webinar Examines Student Success: Rocking Online Learning - 0 views

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    San Jose, CA (PRWEB) March 26, 2012 Henley-Putnam University's next free webinar takes an in-depth look at best practices for completing online courses. Key fundamentals of learning, including communication, self- motivation, time management, and prioritization will be discussed in depth (https://www2.gotomeeting.com/register/930185490).
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Khan Academy: The future of education? - 60 Minutes - CBS News - 0 views

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    Very good segment about Khan Academy
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James Paul Gee on Learning with Video Games - 0 views

shared by Marium Afzal on 28 Mar 12 - No Cached
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    Thanks for posting this, Marium! I've been reading and enjoying his book What Video Games Have to Teach Us About Learning and Literacy (http://amzn.to/H0Eqi8); I look forward to watching this now as well.
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Virtual Education Companies Face Increasing Scrutiny - 0 views

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    The expansion of virtual education puts companies that provide e-learning services under the microscope As researchers, politicians, and the general public have begun to question the results of fully online virtual schooling, private providers-particularly for-profit companies-that supply curriculum, content, and sometimes instruction and school management for online education are facing the most scrutiny.
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New Research Shows Promise of Technologies To Help Teachers Reach Individual Students, ... - 0 views

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    Students at the Center Project Explores How Students Learn Best--Reports on Enhancing Literacy and on Math Instruction for Minorities also Released New educational technologies offer exciting ways to help teachers adapt classrooms to the interests, needs, and strengths of individual students, but they cannot replace the crucial creative and emotional work of teachers, according to a new research paper from the ambitious interdisciplinary project, Students at the Center: Teaching and Learning in the Era of the Common Core.
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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.
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