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Robin Cicchetti

SXSW 2011: The internet is over | Technology | The Guardian - 20 views

  • His take on the education system, for example, is that it is a badly designed game: students compete for good grades, but lose motivation when they fail. A good game, by contrast, never makes you feel like you've failed: you just progress more slowly. Instead of giving bad students an F, why not start all pupils with zero points and have them strive for the high score?
    • Robin Cicchetti
       
      How can this idea be applied to information skills and school libraries?
  • a consultant on cyber-crimefighting speaks with undisguised joy about how much information the police could glean from Facebook, in order to infiltrate communities where criminals might lurk. Asked about privacy concerns, she replies: "Yeah – we'll have to keep an eye on that."
  • Until recently, the debate over "digital distraction" has been one of vested interests: authors nostalgic for the days of quiet book-reading have bemoaned it, while technology zealots have dismissed it. But the fusion of the virtual world with the real one exposes both sides of this argument as insufficient, and suggests a simpler answer: the internet is distracting if it stops you from doing what you really want to be doing; if it doesn't, it isn't.
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  • "we were not meant to operate as computers do," Schwartz says. "We are meant to pulse."
  • "the dictator's dilemma".
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    Fascinating article about the next generation of the ubiquitous web and the implications. Good definition of "gamification." This is excellent background information for strategic planning and discussing the potential implications on education.
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    Fascinating article about the next generation of the ubiquitous web and the implications. Good definition of "gamification." This is excellent background information for strategic planning and discussing the potential implications on education.
Donna Baumbach

Poptropica - 14 views

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    virtual world for kids - Kids create a "Poptropican" character to travel the many Islands of Poptropica and use gaming literacy to enjoy a narrative that is often rooted in factual history. Problem-solving skills are honed as kids discover and solve mysteries unique to each Island. There are always new areas to explore in this ever-expanding world where kids can collect objects, read digital books and comics, watch movies, and compete in head-to-head competition. 
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