Pew Internet: Gamification - 0 views
Because Play Matters - Blog - A RECIPE for Meaningful Gamification - 0 views
K-12 Gamification of Education Q&A - Gamification Co - 2 views
Hot Gaming Trends Coming This Fall | Common Sense Media - 0 views
School Library Monthly Blog » Blog Archive » Badging for Learning - 0 views
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What do I want the badge-earner to know or be able to do? (Objective) How will I know that the badge-earner knows it or can do it? (Evidence) What kinds of learning activities (face-to-face, virtual, formal, informal, self-paced, teacher-paced, etc.) does the badge-earner need in order to achieve the knowledge or skill? (Learning activities)
How Video Games Make Schools Better » Online Universities - 0 views
Gaming: Leveling Up Global Competence - 0 views
White House office studies benefits of video games - 0 views
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This summer, when your kids' favorite science museum boasts a new augmented-reality environmental simulation? Same deal. If in the next few years a video game teaches you anything - how to conserve energy, eat a balanced diet or solve quadratic equations - consider the invisible hand of one of the most unconventional White House hires in recent memory.
Game Developers Conference - 0 views
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Bigger and better than ever, the 2012 Game Developers Conference brought together a record-breaking 22,500 game professionals and industry luminaries from across the global community for five days of inspiring industry learning and dialogue. We look forward to you joining us for GDC13 in San Francisco next year March 25-29, 2013.
Gamification doesn't exist | Jessica Vallance - User Experience Designer - 0 views
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. People are motivated by progress. People are motivated by social validation. These designs have just taken things people already want to do – learning stuff, going places, getting fit – and motivated people to do them more by making it easier for users to a) track their progess and b) tell other people what they’re doing.
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The most important things about a game is that it offers an experience that is enjoyable in itself. If a game is designed well, people will play it just for the entertainment. Very few gamifcation examples seem to remember this, and so not many focus on creating a fantastic gaming experience as their priority, but there are some.
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In his book Playful Design, John Ferrara talks about the game Foldit. The game gives users puzzles to complete based on protein folding and scientists examine the solutions provided by the highest scorers to see if there is anything that can be applied to real-life proteins. One of the solutions helped scientists to decipher the structure of an AIDs-causing monkey virus – remarkably, something they’d been trying to do for 15 years before they got Foldit players on the case
Local Students Learn Financial Basics Through the BECU mLevel™ Challenge « Th... - 0 views
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4. The Alan Jackson song, Too Much of a Good Thing (is a Good Thing) was proven false in this case. While response to the games was positive, some students felt there was too much activity in a compressed amount of time. A better cadence is 1-2 games and classes per month vs. per week in the compressed pilot.
This Changes Everything: iPhone's Five-Year Gaming Revolution | GamesIndustry Internati... - 0 views
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With expensive consoles stuck in long cycles, iPhone has transformed from a poor phone with no third-party content into a retina-screened gaming powerhouse with over half a million apps to choose from in less time than it took Sony to make Gran Turismo 5.
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In this context a game has mere seconds to impress before it is banished back into the ether and damned with a one-star review. Needless to say, that is not a friendly environment for great ideas that need a little explaining to flourish.
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You don't reach a billion based on a spectacularly unoriginal physics game and some cartoon birds alone. It needed the ecosystem, installed base and cool cultural cachet of Apple.
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But you know what the truly amazing aspect of iPhone's gaming revolution is? That it happened without Apple even really trying. The company hasn't the slightest interest in making games; it just created the right platform, delivery mechanism and economics for them in the eyes - and hands - of consumers.