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Gamification

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Meaningful Play: Getting Gamification Right. Mindset Challenge RFP - Live Version. The 4 pillars of Gamification. I’m often challenged on what qualifies as a ‘game’. My favourite definition of a game comes from game design guru Jesse Schell who said that “a game is a problem solving activity, approached with a playful attitude”. That’s a pretty broad brush, but I don’t think you can actually get one much finer. If you start to define a game any further, you tend to run into problems when someone brings you an example of a game that doesn’t fit. You might be inclined to think that your E-learning probably qualifies as a game by this definition.

Dig a little deeper though and you realise that it’s probably not the case. How often is our E-learning approached with a playful attitude? So if we’re a little bit away from meeting the definition in most of our current E-learning offerings, what can we do to change this? Adapted from Jesse Schell; The Art of Game Design Aesthetics: A game is only a game because it looks like a game, right?

Games come in many different forms. Story Mechanics Technology. Meaningful Play: Getting Gamification Right. Ep 2. - Why I withdrew my kids from Connections Academy. Authorbios.pdf. Arterymedia.co. The 2-Sigma Problem: Ben Betts at TEDxWarwickED. Documents in Cognitive Presence. Type to search for People, Research Interests and Universities Searching... Cognitive Presence People 22 Questions 1 Documents 24 Journals 0 Jobs 0 Related Research Interests Online Learning13,748Distance Education12,006Instructional Design16,577Teaching Presence31Community of Inquiry84Social Presence138Community College106Online Student Perceptions21Student Satisfaction176Student Success376Community of Inquiry Model4Presence98Educational Technology54,446Instructor Presence8Distance Learning4,609Community Colleges1,334Video Conference-Based Lecture, Student Perceptions, Distance Education3Intrinsic motivation321Critical Thinking8,192Community Art programs19 Relative and Absolute Presence (forthcoming)more by Sean Power "Temporal presence can conceived of as either absolute or relative.

"Temporal presence can conceived of as either absolute or relative. Publisher: Springer Publication Name: Philosophy and Psychology of Time (eds.: Molder, B., Arstila, V. & Øhrstrøm, P.) edit Add File Share <div>()</div> Cognitive presence. Exercises for level 2. Persuasive Games: Exploitationware. Persuasive Games: Exploitationware By Ian Bogost [In this searing edition of his Persuasive Games column, academic and developer Bogost takes a look at the core tenets of gamification and argues that not only is it not "games" but that the entire discussion must be reframed.]

I had been trying to ignore gamification, hoping it would go away, like an ill-placed pimple or an annoying party guest or a Katy Perry earworm. But a recent encounter with the concept has made me realize that plugging my ears and covering my eyes to it is a losing strategy. In early April I spoke at the annual Conference on College Composition and Communication (CCCC, or 4Cs). 4Cs is to the college writing and rhetoric community what the Game Developers Conference is to the video game community.

And just as GDC has its swank soirées run by big devs, publishers, and hardware hawks, so 4Cs boasts parties sponsored by textbook publishers. After all, everyone who attends college is subjected to writing classes. Ep 2. - Why I withdrew my kids from Connections Academy.