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Contents contributed and discussions participated by Katy Vance

Katy Vance

Gamification doesn't exist | Jessica Vallance - User Experience Designer - 0 views

  • . 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.
  • 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.
  • 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
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    Interesting perspective on the idea that "gamification" doesn't exist, merely games or tasks made fun...
Katy Vance

Microsoft Research FUSE Labs - Kodu Game Lab - 0 views

shared by Katy Vance on 05 Jul 12 - No Cached
  • Kodu is a rich tool for narrative creation and storytelling
    • Katy Vance
       
      They're hitting that important storytelling factor!
Katy Vance

Game Creation - Paul's E-Learning Resources - 0 views

  • Construct - This is similar to Game Maker but it's totally free, has a nicer interface and can produce some really great results - well worth a look!
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    A long list of resources for you and your students to use to create their own games. 
Katy Vance

This Changes Everything: iPhone's Five-Year Gaming Revolution | GamesIndustry Internati... - 0 views

  • 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.
  • 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.
    • Katy Vance
       
      This si key- how do we design games (and lessons for that matter) that are self-evident in terms of how to play them?
  • 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.
    • Katy Vance
       
      You know, this makes me think about the fact that we haven't really discussed the tech factors involved in gaming.  I know lots of games in McGonigal's book don't require tech, but I think I will need technology to manage large numbers of students in a library.
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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.
Katy Vance

Local Students Learn Financial Basics Through the BECU mLevel™ Challenge « Th... - 0 views

  • 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.
    • Katy Vance
       
      This is important to keep in mind- we can't overdo it.  Gamification, in my mind, is a teaching tool, and you have to balance it with other approaches as well.
Katy Vance

Cerulean Librarian - 0 views

shared by Katy Vance on 03 Jul 12 - No Cached
  • I let everyone know at the start of our session that it would help me if they could type their questions in chat rather than yelling them across the room.  This worked really well for some interactions, but some were not good typists, and all of them were still quite boisterous. I used “freeze students” a few times to remind them to bring their noise level back under control.
    • Katy Vance
       
      This looks like a great example of classroom management within a tech environment.
  • Like how with Scratch ( you know, the awesome lego like visual programming language from MIT www.scratch.mit.edu) they have Scratch cards, printable snippets of code that are easily laminated and can be used to give kids a starting point.
Katy Vance

Games for Learning - 0 views

  • Have students play and critique a video game for content accuracy (Civilization series).
    • Katy Vance
       
      I'd love to see this in a social studies class- design a civilization that best reflects day to day life in a country being studied.
  • Have students build and run their own amusement parks (Roller Coaster Tycoon) or cities (SimCity series).
    • Katy Vance
       
      Great for Science classes learning about physics!
  • . Games help people develop a disposition toward collaboration, problem-solving, communication, experimentation, and exploration of identities, all attributes that promote success in a rapidly-changing, information-based culture (2011 Horizon Report).
Katy Vance

Brenda Laurel on games for girls | Video on TED.com - 0 views

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    This isn't anything revolutionary, but it does come back to the core of gaming in education and good pedagogy in lesson planning, which is knowing your audience and planning around their needs and desires. "We launched two titles in October -- "Rockett's New School" -- the first of a series of products -- is about a character called Rockett beginning her first day of school in eighth grade at a brand new place, with a blank slate, which allows girls to play with the question of, "What will I be like when I'm older?" "What's it going to be like to be in high school or junior high school? Who are my friends?"; to exercise the love of social complexity and the narrative intelligence that drives most of their play behavior; and which embeds in it values about noticing that we have lots of choices in our lives and the ways that we conduct ourselves."
Katy Vance

Ali Carr-Chellman: Gaming to re-engage boys in learning | Video on TED.com - 0 views

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    They don't have the depth, the rich narrative that really engaging video games have, that the boys are really interested in.
Katy Vance

Gamifying Education.org | Home - 1 views

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    This website looks like it is not messing around!  It has competitions, resources, papers, a community feature and more.  I'm looking forward to exploring it.
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