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http://www.gamification.co/2011/09/28/the-gamified-classroom/

The Gamified Classroom

Part I: The Unique Obstacles Teachers Face Today’s 21st century students are not like their parents’ generation. Never before have we, as a civilization, experienced such a large generation gap — and the reason behind it is video games.
http://www.iftf.org/our-work/people-technology/technology-horizons/engagement-economy/ IFTF is pleased to release the latest research report written by game designer Jane McGonigal. In Engagement Economy, McGonigal turns her attention to the pressing problem facing leading organizations today: how to actively engage users. She writes: In the economy of engagement, it is less and less important to compete for attention, and more and more important to compete for things like brain cycles and interactive bandwidth. Crowd-dependent projects must capture the mental energy and the active effort it takes to make individual contributions to a larger whole. But how, exactly, do you turn attention into engagement?

Engagement Economy [SR-1183]