S2T4W3: Gamification, Funware, Puzzle Building, Professor Teaches
1. Exploring Gamification Trends Some games are based on real life (like Football Manager), but what if we made life more like games. The idea is to bring the ideas of game mechanics and dynamics into everyday life, particularly for mundane everyday takss that no one wants to do. * Rewards * Skills buliding * Achievements (e.g. * Levels * Leader Boards (for status/respect) Gamification.org uses the Bartle Test of Gamer Psychology types to classify Player Personality Types into four types: Achievers, Explorers, Socializers and Killers. And finally some negative views on the gamification trend: Played Out - Designer Slams Gamification Trend The Downside of Gamification Why gamification is not a positive force: "If you incentivise a human to do something, he will do exactly that and nothing else. What are your views of this gamifying trend. 2. Today I want us to cover the basics of constructing your own HTML puzzle. 3. 4. 5.
Open Culture
Appreciative Inquiry with Teams
Appreciative Inquiry with Teams Gervase R. Bushe Ph.D. Faculty of Business Administration Simon Fraser University Burnaby, BC, Canada V5A 1S6 (604) 291-4104 bushe@sfu.ca In any reference to this paper please use this citation: Bushe, G.R. (1998) Appreciative inquiry in teams. Executive Summary This article describes the author’s thoughts and experiences in trying to help people have conversations that generate new, affirming and generative images. Introduction The question I have been thinking about is how do people come to have conversations in groups that generate new, affirming and generative images of the group? I have been experimenting with a form of appreciative inquiry (Cooperrider & Srivastva, 1987) that I think can help create those kinds of conversations and lead to productive, developmental changes in teams. In this article I will describe findings from my empirical and clinical (in the sense of Schein, 1987) research in using appreciative inquiry with teams. New Teams
Thoughtful Threads: Sparking Rich Online Discussions
ReadWriteThink couldn't publish all of this great content without literacy experts to write and review for us. If you've got lessons plans, activities, or other ideas you'd like to contribute, we'd love to hear from you. More Find the latest in professional publications, learn new techniques and strategies, and find out how you can connect with other literacy professionals. More Teacher Resources by Grade Your students can save their work with Student Interactives. More Home › Classroom Resources › Lesson Plans Lesson Plan Materials and Technology Printouts Websites Preparation Computers with Internet accessClassroom computer with projection capability (for demonstration) back to top
As websites become games, understand the trend with the Gamification Encyclopedia
11 January '11, 03:20pm Follow One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. From Foursquare to Get Glue and and services like One True Fan and even, er, The Next Web, it seems that badges and leaderboards are everywhere right now. In order to explain this, San Francisco startup Gamify has launched an in-depth Gamification Encyclopedia. This wiki-based site covers gamification of all kinds, from websites to the ways it’s been applied by governments and industries like healthcare and transport. Still a work in progress, some sections of the site are under development but its 197 articles are a really good read, with lots of examples of the many different game mechanics, design elements and user features that make up a ‘gamified’ service.
What the Research on Habit Formation Reveals About Willpower (And How You Can Apply it to Your Life)
Each time they did the test they did it without expending willpower, then they did it after expending willpower. This adjusts for familiarity, since the baseline was the same each time they took the test, even after being familiar with it. Even if the baseline had changed, they could use that change to normalize the values of the second portion of each test. So, to directly answer your question, no that doesn't account for changes in the data. The experiment is designed to adjust for that. Also, in at least some of the studies described here (and I imagine all of the work of these researchers, as you wouldn't likely get your results published without this), the researchers have a control group who they measure doing all the same things as the treatment group *except* they don't assign them the treatment activity (in this case, developing a habit by exercising regularly).
Reading Assessments - Teachers College Reading & Writing Project
Important Announcement: Schools in NYC that are using TCRWP Running Records as a MoSL must use the updated list of books for MoSL. Follow the directions already implemented for the TCRWP running records. New York City Measures of Student Learning (MoSL) New York City schools that have chosen TCRWP Running Records as part of their MoSL plan for ELA: click one of the following links to browse or download specific, required materials for the beginning and end-of-year MoSL assessments. Important Note About Instructional Implications of TCRWP MoSL Running Records Download ALL Measure of Student Learning files Browse ALL Measure of Student Learning files Fiction Reading Level Assessments The TCRWP offers a set of informal reading inventories for narrative texts which correlates to the Fountas and Pinnell system for leveling books. Browse Fiction Reading Assessments By Level (A - Z), with Running Records Level Conversions Chart Support Materials for Fiction Reading Level Assessments
Reflections and Concerns about Gamification (Part I)
(Cross-posted from Aaron’s Blog) I’ve been a member of Gamespot – a website dedicated to news and discussion on videogames – since 2003. My rank on it is Super Bagman (Level 23), which I gather isn’t particularly high, since the site suggests you can go up to at least Level 71. I also have a list of achievements for having done mundane things, such as registering for the site, voting for the game of the year, and being a “New Game Ninja,” whatever that means. The details about levelling up in rank isn’t displayed prominently, so I had to do some digging around to find it. To level up on GameSpot, all you need to do is to spend your time here. Common ways of spending time here include but are not limited to: visiting the forums, posting, reading articles and blogs, watching videos, updating your profile etc. This is gamification. Gamification on Gamespot has done nothing for me. I’m not the only one baffled and disturbed by Schell’s vision of the future. Stay tuned for Part II.