Meaningful Play - coding conduct Meaningful Play Meaningful Play. Getting »Gamification« Right. Five Essential Steps for Gamifying Education Whether you are considering gamifying a single lesson, an entire curriculum, or a whole school, it can be a daunting and confusing process. Those who try their hand at integrating game mechanics into the classroom setting may meet with less than stellar results and give up after just one attempt. But effective gamification is a complex undertaking that requires both the motivation to work harder at making learning engaging for students and the dedication to experience, accept, and learn from failures when doing so. I have spent the past year gamifying my college-level composition courses and, while I am still by no means an expert at gamifying education, I have, in the process, learned a few things from my own failures. In reviewing these lessons while preparing the next iterations of two of my classes, I realized that they can be categorized into five distinct processes that will make the task of gamifying learning less daunting and will lead to more effective results. 1.
Persuasive Games: Exploitationware In the meantime, there's another lesson to learn from Frank Luntz: don't let the opposition set the terms of the debate. Instead, concoct better concepts with which to oppose them. In addition to his many verbal offensives, Luntz is also the architect of defensive phrases like "death tax," which invokes considerably more dissatisfaction than "estate tax."
How to Use the Rule of Thirds Effectively in Graphic Design - CompanyFolders.com If you were one of those students who loved art classes but hated math, it was probably a shock to the system when you found out just how much math you’d end up using as professional designer. In fact, math skills are absolutely essential for print design—at the very least, you need to know how to measure out your bleed area and understand the physical size of your canvas. But if you’re willing to understand more than just the mathematical basics, you can use those numbers and measurements to turn a design into a thing of beauty.
How Video Games Are Infiltrating Jesse Schell peered out at the 400 or so attendees of last February's DICE (design, innovate, communicate, entertain) Summit, the video-game industry's answer to TED. Dressed in a crinkly button-down shirt and chinos, the 40-year-old game designer and Carnegie Mellon professor had no idea how his speech would be received. Organizers had invited him to share insights about his work at Disney Imagineering, where he had helped design large-scale theme-park rides such as Pirates of the Caribbean, but he knew the Mouse would have his head if he violated any nondisclosure agreements. So the day before, on the flight from Pittsburgh to Las Vegas, he'd sketched out something radically different, something he titled "Beyond Facebook."
The Magic Potion of Game Dynamics Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks. Michael was voted a 2010 Influential Leader by CRM Magazine for his work on predictive social analytics and its application to Social CRM.He's a regular blogger on the Lithosphere's Building Community blog and previously wrote in the Analytic Science blog. You can follow him on Twitter at mich8elwu. Will Wright on Gamifying the World: From SimCity to the Future Will Wright Shares His Experience on Gamifying Systems and Simulations One of the most phenomenal experiences of GSummit SF 2013 happened with Will Wright’s keynote talk. As the creator of SimCity and countless other games and simulations, Wright’s talk goes deeply into games’ and their effect on us as humans in society and what that means for gamification in the grand scheme of things. He touches on the lessons can we take from games — and decades of experience designing for fun — to create engagement for large audiences with complex models and issues? How can we make simple everyday interactions more compelling and use them as teachable moments to energize society?
Pawned. - coding conduct Pawned. Pawned. Gamification and Its Discontents. Presentation, Playful 2010, September 24, 2010, London, UK. Foursquare, Gowalla, Bunchball, Badgeville – it seems like the badge measles have taken over the Internet. From watching TV to fulfilling your hearts' desires, »gameified« applications and »gamification« service vendors doll out points and badges to users, promising anything from increased customer engagement to plain mind control. How To Do Nothing In Web Design It’s a rookie mistake to confuse minimalism with merely "getting rid of things." Minimalism was an artistic style decades before the Internet even existed, and its core principles still holds true on the web—always design around the content. If you think minimalism is just about white space or carving out grid layouts, then that’s about as much "minimalism" as cutting paper dolls is to surgery.
The Power of the Prize They gave the world guns and butter -- specifically, the AK-47 and margarine. They sent Charles Lindbergh's The Spirit of St. Louis from New York to Paris and Burt Rutan's SpaceShipOne almost 70 miles above the earth -- twice. They are innovation prizes -- think, X Prize -- and from their origins in the Age of Discovery in the 1500s, they've come roaring back to life in recent years, with foundations, governments, and businesses alike rewarding fantastic achievements. Playing games for employment: Defining the mission Young people dig into the problems they face when looking for jobs. Photo: Emerson College In one of our previous blog posts, we showed why we want to tackle the problem of youth unemployment in Moldova by playing games. We want to share some of our first steps of defining the game – together with our partners from Emerson College and the National Youth Council of Moldova. Step 1: Meet CommunityPlanIt For the purpose of our project, we decided to adapt the CommunityPlanIt platform, successfully run by Emerson College in the US.
Hide&Seek - Inventing new kinds of play I like neologisms. We need new words because we have new ideas, and ideas are the only things that break the law of the conservation of energy. Where once there was nothing there now is something, and the history of the neologism is a history of those moments of pure creation. ‘Gamification’, that said, can go take a long walk off a short pier. I’m heartened beyond measure to see that it’s been deleted from Wikipedia. ‘Gamification’, the internet will tell you, is the future. The Hick-Hyman Law: An Argument Against Complexity in User Interface Design There is often a temptation to provide users with a number of options all at once, but research suggests that the number of possible selections can slow users down. This problem was identified by British Psychologists William Hick and Ray Hyman in 1951, after carrying out a series of experiments to assess cognitive information capacity. The Hick-Hyman Law has been applied in human-computer interaction to highlight the importance of reducing the number of possible choices presented to users at any one time. It suggests there is a linear relationship between the number of options presented and subsequent choice reaction times.
Victor Manrique's Blog - Gamification Design Framework: The SMA Model The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Gamification Design Framework: The SMA Model Gamification: A design experience to fun, happiness and motivation Gamification is a design experience to happiness and motivation. We should never forget that Design is Gamification´s biggest challenge and where all its power lies, like a double-edged sword.