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Gamification 2015. Course Summary Games have become the new normal.

Gamification 2015

The gaming industry is already more powerful than any other form of entertainment like music or movies. An average young person will spend more than 10,000 hours gaming by the age of 21 - about the amount of time that it takes us to master any kind of skill and yet, there's a huge engagement crisis in many other areas. 70% of US full-time employees are not motivated by what they are doing, but World of Warcraft players can spend up to 17,000 hours online. In 2014, competitive eSports tournaments gathered more than $30 million in prizes and it keeps on increasing. It seems like only games are truly understanding how human motivation really works. And the most important question: How to do it?

What will you learn? In this course you'll learn the basics of Gamification with a highly practical approach. Our main goal will be to understand and master the principles of Gamification to design experiences that make things more fun and engaging. Creando barras de progreso con - Educar y jugar. Seguimos con esta estupenda herramienta que es

Creando barras de progreso con - Educar y jugar

En este caso la vamos a utilizar para crear barras de progreso, y de esta manera tener la posibilidad de introducir un elemento gamificador en nuestras clases. Las barras de progreso, o leadboards en inglés, son elementos sencillos pero potentes y, junto con las insignias y los puntos, forman la llamada PBL de la gamificación. Hace unos mese estuve buscando herramientas online que me facilitaran el trabajo a la hora de elaborar el típico tablero con barras de progreso y todas las soluciones que encontré se basaban en crear tu propia hoja de cálculo e ir actualizandola.

En definitiva, no encontré nada sencillo y automático como lo que vamos a ver en las siguientes lineas.


Category: Activities. Insignias - Badges. Gamification - University of Pennsylvania. Infografías. Experiencias de aula. Libros recomendados. Videos recomendados. Portal 2. Portal 2 on Steam. Portal 2 draws from the award-winning formula of innovative gameplay, story, and music that earned the original Portal over 70 industry accolades and created a cult following.

Portal 2 on Steam

The single-player portion of Portal 2 introduces a cast of dynamic new characters, a host of fresh puzzle elements, and a much larger set of devious test chambers. Players will explore never-before-seen areas of the Aperture Science Labs and be reunited with GLaDOS, the occasionally murderous computer companion who guided them through the original game. The game’s two-player cooperative mode features its own entirely separate campaign with a unique story, test chambers, and two new player characters. This new mode forces players to reconsider everything they thought they knew about portals. Success will require them to not just act cooperatively, but to think cooperatively. The Serious Gamification Symposium. From Game Design Elements to Gamefulness: Defining Gamification. The proceedings of the 2011 MindTrek conference are finally online in the ACM Digital Library, and with it, the paper I co-wrote with Rilla Khaled, Dan Dixon, and Lennart E.

From Game Design Elements to Gamefulness: Defining Gamification

Nacke on “defining the damn thing” – that thing being “gamification,” of course. Here’s the abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design.

However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Here’s the link to the ACM digital library download: Here’s a download. And here’s the presentation: Elders of Madness: así crean un videojuego alumnos de secundaria para aprender álgebra o literatura. ¿Se puede aprender álgebra, literatura o música con un videojuego?

Elders of Madness: así crean un videojuego alumnos de secundaria para aprender álgebra o literatura

¿Se puede conseguir, en plena era de los “dispositivos para consumir, no para crear”, que el colegio te enseñe a amar la línea de comandos, el código misterioso, el embrujo de conseguir que tu ordenador haga lo que quieras? Game Creation Tools. E-Adventure: Login to the site. eAdventure. Digital Game Building Environments for Learners. Digital Game Building Environments for Learners. Digital Game Building Environments for Learners. Digital Game Building Environments for Learners. Digital Game Building Environments for Learners. Torque 2D is an extremely powerful, flexible, and fast open source engine dedicated to 2D game development.

The MIT licensed version of Torque 2D is now available on GitHub. Cross Platform Development at Its Best Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms. As with all of our products, Torque 2D includes the complete C++ source code to the engine and many example toys. It also includes access to TorqueScript, our scripting language which allows developers to write the same gameplay logic on Windows or OS X and have it work on the other platforms!

Graphics Torque 2D's powerful rendering is perfectly suited to achieving a great looking artistic style. Behaviors Torque 2D allows users to share snippets of code easily using behaviors and modules. Scripting Torquescript is a fast and easy to use C++ like scripting language that ties all of the various elements of a project together. Physics Sound Older Versions. Jugar a Minecraft en el aula: así es como construir a base de píxeles puede ayudar en la educación del siglo XXI. Worlds. Error Page. Digital Game Building Environments for Learners.