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LEGO SERIOUS PLAY - BUILD YOUR WAY TO BETTER BUSINESS

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since 2005) About this original series Learning Without Frontiers is a global platform for disruptive thinkers and practitioners from the education, digital media, technology and entertainment sectors who come together to explore how new disruptive technologies can drive radical efficiencies and improvements in learning whilst providing equality of access. Episodes of Learning Without Frontiers This is Learning Without Frontiers Learning Without Frontiers (LWF) is a global platform that facilitates the ongoing dialogue about the future of learning. LWF attracts an engaged and open-minded audience who are forward thing, curious and receptive to new ideas and perspectives about education, teaching and learning. Business Origami – The Centre for Citizen Experience Jess McMullin Business origami is paper prototyping for systems design. It uses simple paper cutouts to represent the different parts of a system: the people, the locations, the channels used and the specific touchpoints where interactions occur and value is exchanged as a particular scenario unfolds. These cutouts are arranged on a horizontal whiteboard, which allows participants to show relationships in the system. I got introduced to business origami over dinner at Weatherhead business school with a visiting Japanese researcher. Update: August 4, 2011 – It looks like the Hitachi Design Centre team now has a brief page up on their site about business origami (Japanese). Here’s a quick slideshare over view of how the components work together. Business origami works best in a workshop setting, with multiple people from different areas of the system you’re exploring. If you’d like to try this yourself, here’s the Business Origami Shapes PDF.

Home - VS Games 2010 Brains, Behavior & Design These reference cards are helpful when becoming familiar with basic behavioral economics concepts. This tool is by no means a complete or comprehensive collection of all behavioral economics concepts; they are a selection meant to provide enough depth and coverage to help establish a foundation. Terms on the reference cards are categorized into four decision-making factors and four decision-making shortcuts. Introduction to Reference Cards All Reference Cards top Welcome to DiGRA — Digital Games Research Association (DiGRA) What Are Your Values? - Decision-Making Skills Training from MindTools Deciding What's Most Important in Life Find out how to identify your values, in this short video. How would you define your values? Before you answer this question, you need to know what, in general, values are. Your values are the things that you believe are important in the way you live and work. They (should) determine your priorities, and, deep down, they're probably the measures you use to tell if your life is turning out the way you want it to. When the things that you do and the way you behave match your values, life is usually good – you're satisfied and content. This is why making a conscious effort to identify your values is so important. How Values Help You Values exist, whether you recognize them or not. If you value family, but you have to work 70-hour weeks in your job, will you feel internal stress and conflict? In these types of situations, understanding your values can really help. What job should I pursue? Tip: Defining Your Values What were you doing? Why were you proud?

Welcome to Under the Mask - Under the Mask 2010 Gamestorming JVRC 2010 Click With Me Now - share the web Issue 1001, 2010 Diminutive Subjects, Design Strategy, and Driving Sales: Preschoolers and the Nintendo DS by J. Alison Bryant, Anna Akerman, Jordana Drell This article details the “user-centered” research process adopted to create Nintendo DS games for preschoolers and addresses how new titles for specific populations can be approached. We review the role of exploratory and formative research in game development for young audiences and provide findings and design tips from the laboratory and field. [more] Rarity and Power: Balance in Collectible Object Games by Ethan Ham Game designers often limit the availability of powerful cards in collectible card games. Virtual Worlds Don't Exist: Questioning the Dichotomous Approach in MMO Studies by Vili Lehdonvirta This article criticises influential MMO scholarship approaching virtual worlds as if they were outside the real world, and presents an alternative view based on Anselm Strauss’s concept of overlapping social worlds. by Celia Pearce Book Reviews

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