# Gaming and education

Importrange =if(Sheet1! Games That Stimulate Creativity: Exercise 11. Exercise #11: A Woman's Ingenuity With some problems, a creative solution can only occur after the elements or parts of the problem have been reorganized into a different pattern. This requires that you juggle the parts in your mind's eye. With this in mind, see if you can solve this problem: A businessman brought back from Europe four pieces of chain in solid gold, each consisting of three links.

He wanted to keep them as an investment, but his wife felt that—joined together—the pieces would make a lovely necklace. She went to a jeweler and said, "I want you to connect these pieces to make a necklace. He told the lady, "I charge \$2.50 to break a link and \$2.50 to melt it together again.

As long as you think of the segments of chain as four sides of a square or as segments of a circle, you can't solve this problem. Most people will have to juggle the elements visually, drawing them in different arrangements before arriving at the triangular pattern that leads to solution. Games That Stimulate Creativity: Exercise 9. Exercise #9: Concealed Colors This game is designed to increase your flexibility and your ability to overcome the restrictions of habit.

The name of what color is concealed in each sentence? Newspaper editors decided to go on strike. (Red) The cab lacked proper brakes to stop at the intersection. (Black) Now try these: A big, old, hungry dog appeared at our door every morning. Answers: 1. In order to identify the hidden colors, you have to disregard the signs that say "stop"—such as word spacings, periods, and commas.

Games That Stimulate Creativity: Exercise 8. Exercise #8: Joined Together Most people rush in to tackle a problem without considering the alternatives and without attempting to understand what is involved. As the result, they waste a lot of time and effort. To illustrate the importance of analysis, copy this design and keep track of how long it takes you. (Tracing is not allowed.)

If it took anywhere from one to three minutes, try a different approach and copy it again to see if that new point of view helps you copy the design more quickly. The design can be copied easily and accurately in less than 15 seconds. Another imaginative solution occurs when you recognize the pattern as being made up of four identical parts.

You can tape two pencils together and zip through to a speedy solution. Games That Stimulate Creativity: Exercise 7. Exercise #7: The Collected Works We are frequently hampered in creative problem solving by our habitual ways of looking at things. The more familiar a situation or an object is, the harder it is to see it differently. Creativity, however, requires a "fresh" pair of eyes. While this problem looks deceptively simple, it is actually quite diffficult. There are four volumes of Shakespeare's collected works on the shelf. The pages of each volume are exactly 2 in. thick. The answer is five inches. In creative problem solving it serves well to heed this warning: The more familiar the object, the harder it is to see it in another context.

Games That Stimulate Creativity: Exercise 3. Exercise #3: Loose Ends Defining a problem too narrowly can inhibit and delay finding a solution. The creative problem solver tries to state the requirements as broadly as possible at the beginning. If, after a reasonable time, no solution presents itself, he tries to restate it in such a way that a new avenue of approach becomes available. Less successful problem solvers, on the other hand, persist doggedly in the same direction, even when the difficulty does not yield to their efforts. They are blocked from considering new directions by stubborn commitment to the old.

Look at the first sketch and imagine that you are the person shown standing in the room. Most people will see the difficulty as a shortness of reach. If, however, you define the problem as "How can the string and I get together? " Report: Is it Game Over for Gamification? Gamification has been around for several years. According to Merriam-Webster, the term's first known use was in 2010. But it's still being flagged by some spell-checkers as a typo. This may be fitting, because gamification was retired in the 2015 New Media Consortium (NMC) Horizon Report on emerging technology for K–12. Gamification — or incorporating elements of games into learning to drive engagement — has thrived in other industries like business. But NMC CEO Larry Johnson said it hasn't quite taken hold in the classroom.

In a presentation Friday about the upcoming report, Johnson explained why the concept didn't make the cut in this year’s report. "We don't see it making the mainstream," he says. The NMC Horizon Report gathers input from experts across a wide range of industries, including educators, futurists, information technologists and the news media.

Some of the fundamental concepts of gamifying learning may yet live on. One year or less (2015–2016) Two to three years (2017–2018) What's Your Game Plan? About Us - Classroom Inc. Other Resources - ChangeGamer. ChangeGamer - Home. Playing History.