E-Voting Taskforce - E2D International Members of this task force are in charge of helping develop an open-source e-democracy system to be adopted by any E2D party or other organizations for electronic direct democratic decision-making. Basic general information about solutions related to e-voting: authentication, voting, amongst others. Requirements (in construction) List of features Voting options
Uncommon Genius: Stephen Jay Gould on Why Dot-Connecting Is the Key to Creativity “Originality often consists in linking up ideas whose connection was not previously suspected,” wrote W. I. B. Beveridge in the fantastic 1957 tome The Art of Scientific Investigation. “The role of the imagination is to create new meanings and to discover connections that, even if obvious, seem to escape detection,” legendary graphic designer Paul Rand seconded. How NASA Plans to Make Astrophysics Fun With an Ambitious Social Game Imagine if government agencies made social games. Who wouldn't enjoy the Federal Reserve's Asset-Backed SecuritiesVille, or the Census Bureau's World of FormCraft? Maybe not.
Classroom Management: Using Gaming Elements Gamification is a term you may have heard in passing, but probably like most of us, are unsure what exactly it means. Simply put, gamification involves using the principles of classroom games to motivate and engage students. We all know that children love video games, and we can see that these game designers really know how to hook our children. So, why wouldn’t we be interested in incorporating some of the bells and whistles that designers use as part of our own classroom games and classroom management tactics? If you think about it, we as adults use one of the elements in gamification probably every day that we go to a store and use our rewards card.
for Government What is Assembl? Assembl is an online application that enables hundreds or even thousands of people to work together effectively on the definition of new ideas. The application supports the belief that with the proper conditions, people working together can think smarter than any one member of the group could alone. There are two key factors for the creation of collective intelligence: The Secret to Creativity, Intelligence & Scientific Thinking When we shared this image from the @buffer Twitter account a while back, it got me thinking. The Tweet resulted in over 1,000 retweets, which seems like an indication that it resonated with a lot of people. There’s a key difference between knowledge and experience and it’s best described like this:
App tackles teenage mental health via gaming Another world: the ReachOut app is anchored in a grey world and players develop positive-thinking strategies to move to a better place. Photo: Supplied The mid-teenage years can be fraught for Australian students, involving a sometimes troubling combination of increasing academic pressure and challenges to concepts of personal identity. In a new attempt to provide support and assistance for Year 9 and 10 students experiencing emotional difficulties, Sydney-based e-mental health company ReachOut has developed an app that aims to combine the principles of positive psychology with the near-universal teenage interest in gaming. The app, called ReachOut Orb, takes players to an interactive world that was once colourful and happy but is now dull and grey. The cause of the world's monochromatic misery is a bad guy called The Glitch.
Top 10 Education Gamification Examples that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. Living Voters Guide, Washington 2013 Election Written by the Office of the Attorney General The Law as it Presently Exists In general, federal law regulates the safety and quality of food shipped between states, while Washington law regulates the safety and quality of food produced and sold within the state. Both federal and state law identify and regulate foods that are "misbranded" or "adulterated," but neither state nor federal law requires any specific labeling of foods produced using genetic engineering.
The Third Self: Mary Oliver on Time, Concentration, the Artist’s Task, and the Central Commitment of the Creative Life “In the wholeheartedness of concentration,” the poet Jane Hirshfield wrote in her beautiful inquiry into the effortless effort of creativity, “world and self begin to cohere. With that state comes an enlarging: of what may be known, what may be felt, what may be done.” But concentration is indeed a difficult art, art’s art, and its difficulty lies in the constant conciliation of the dissonance between self and world — a difficulty hardly singular to the particular conditions of our time. Two hundred years before social media, the great French artist Eugène Delacroix lamented the necessary torment of avoiding social distractions in creative work; a century and a half later, Agnes Martin admonished aspiring artists to exercise discernment in the interruptions they allow, or else corrupt the mental, emotional, and spiritual privacy where inspiration arises.
Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification.