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Katy Vance

» Why Gamify and What to Avoid in Library Gamification ACRL TechConnect Blog - 2 views

  • Third, a game that is organization-centered rather than user-centered can be worse than no game at all. A game with organization-centered design uses external rewards to increase the organization’s bottom line in the short term.3 Games designed this way attempt to control behavior with rewards. Once users feel the game is playing them rather than they are playing the game, however, they are likely to have a negative feeling towards the game and the organization. 
  • In this early stage of gamification, it will be useful to remember that gamification doesn’t necessarily require complicated technology or huge investment. For example, you can run a successful game in your library instruction class with a pencil and paper. How about rewarding your library patrons who write to your library’s Facebook page and get most “likes” by other patrons? Or perhaps, a library can surprise and delight the first library patron who checks in your library’s Foursquare or Yelp page by offering a free coffee coupon at the library coffeeshop or simply awarding the Early-Bird badge? In gamification, imagination and creativity can go a long way
Kristina Thoennes

Mining Minecraft Part 1 of 3 - 1 views

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    Series of blog posts by Marianne Malmstrom (aka Knowclue) about connecting and learning with students in the virtual spaces that attract them, especially Minecraft.
Katy Vance

TEDxBozeman - Paul Andersen - Classroom Game Design - YouTube - 0 views

  • Paul Andersen has been teaching science in Montana for the last eighteen years.  He explains how he is using elements of game design to improve learning in his AP Biology classroom.  Paul's science videos have been viewed millions of times by students around the world.  He was the 2011 Montana Teacher of the Year and he is currently a science teacher at Bozeman High School.  For more information on Paul's work visit http://www.bozemanscience.co
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

This Changes Everything: iPhone's Five-Year Gaming Revolution | GamesIndustry International - 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.
Lucas Gillispie

Digital Game Based Learning: Educational Video Games? - 0 views

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    The Wave of the Future? The typical college student plays an estimated 1.8 hours a day of video games (Prensky, 2001b ). Understandably, educators want a piece of that! The US military uses computer war games for training for everything from high-level international command coordination to using a weapon (see AP, 2003 and Prensky, 2001b ).
Lucas Gillispie

5 Lessons Professors Can Learn From Video Games - 0 views

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    Learning is no game on today's college campuses. It's serious work that many students dread. Yet when those same students play video games like World of Warcraft, they happily spend hours on difficult tasks, and actually learn quite a bit in the process.
Lucas Gillispie

Quest to Learn Website - 0 views

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    Quest to Learn is a school for digital kids. It is a community where students learn to see the world as composed of many different kinds of systems. It is a place to play, invent, grow, and explore. For weekly updates, check out the Q2L Relay!
Lucas Gillispie

PeaceMaker Home :: PeaceMaker - Play the News. Solve the Puzzle. - 0 views

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    PeaceMaker PeaceMaker challenges you to succeed as a leader where others have failed. Experience the joy of bringing peace to the Middle East or the agony of plunging the region into disaster. PeaceMaker will test your skills, assumptions and prior knowledge. Play it and you will never read the news the same way again.
Lucas Gillispie

Game Play Is Important for Learning - 0 views

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    Article about the use of Tabula Digita's Dimension M in the classroom.
Lucas Gillispie

The WoW Factor -- THE Journal - 0 views

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    Virtual Communities The WoW Factor For a growing group of educators, the online role-playing game World of Warcraft is a place to go to relax, network, and discover potential learning strategies-- and slay a few monsters if they get in the way.
Lucas Gillispie

Stuart Brown - Why Play Is Vital No Matter Your Age - 0 views

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    TED Talk by Stuart Brown on the value of play to our well-being.
Lucas Gillispie

Wired 14.04: You Play World of Warcraft? You're Hired! - 0 views

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    Article about the professional benefits of guild leadership in games like World of Warcraft
Lucas Gillispie

Video Games Boost Brain Power, Multitasking Skills - 0 views

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    Article about positive impact of video game play on cognitive function and multitasking.
Lucas Gillispie

play think learn - 0 views

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    Nicola Whitton's blog where she shares her thoughts on games and learning.
Lucas Gillispie

Games Learning Society - 0 views

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    The Games, Learning, and Society group is a collection of academic researchers, interactive media (or game) developers, and government and industry leaders who investigate how this medium operates, how it can be used to transform how we learn, and what this means for society. As such we seek to understand what cognitive work goes into playing Zelda, World of Warcraft, or Civilization, how these design features might be leveraged to improve learning via the design of learning systems, and how organizations such as schools will need to respond.
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