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Eric Schiff

synchtube beta : Watch Videos With Friends in Real Time - 0 views

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    This is an excellent way to share video in real time - great collaboration tool. Chat included for commenting.
Eric Schiff

How Community Arts Organizations Are Using Social Media - 0 views

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    Good post regarding arts media, social tools.
Eric Schiff

Thoughts on Transmedia Storytelling, or, Is It Right for Every Story? | Booksquare - 0 views

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    Interesting discussion on tools, applications, and the fit to the story.
Eric Schiff

Welcome to Fotobabble - Talking Photos - 2 views

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    voice annotations
Ed Parker

Gamification: Turning Work Into Play | h+ Magazine - 0 views

  • Professor Byron Reeves, who champions the adaptation of gaming technologies for the workplace.
  • David Helgason of Unity, a company that produces game development tools for the Web, mobile phones, and the Wii announced “The Year of Gamification” on the Unity blog
  • gamification is the application of game technology and game design outside “gamespace” and the acceptance of games in non-gaming sectors.
  • ...5 more annotations...
  • Quartier Saint-Blaise, a model of Paris that allows people to navigate through proposed urban planning projects
  • The use of game design techniques is an important part of what you call ‘gamification.’
  • pure interaction
  • They did some very large experiments teaching kids with Sim City and The Sims — just playing the games. But these games are extremely rich in knowledge and structural understanding. You can communicate an understanding of a society and how a society works.
  • In education, you have these terms. One is what you can remember in a multiple choice test right after you learn, and then how much you remember a week after, a month later, and the third is how well you can apply this knowledge in a completely different area. It turned out that retention was pretty good, but the application of this knowledge was very stron
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    "Gamification is the application of game technology and game design outside "gamespace" and the acceptance of games in non-gaming sectors"
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