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Ali Carr-Chellman: Gaming to re-engage boys in learning

Ali Carr-Chellman: Gaming to re-engage boys in learning

http://www.ted.com/talks/ali_carr_chellman_gaming_to_re_engage_boys_in_learning.html

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Internet Safety for Parents and Teens Table of ContentsIntroduction | Always Drive Safely | Blog Beware: the World of Bloggin, Myspace, Xanga and Friendster | Bookshelf | Internet Filtering SoftwareTeens: Get Your Internet Diver's License | Netiquette | What R U Talking About? Chat Acronyms & Dictionaries Know Your Sources: How to Validate a Web Site | Privacy Matters | Misleading AdsCredits | Parent & Teacher Resources | Contact Internet Safetyfor Parents and Teens Introduction

Game mechanics for thinking users « Web Worker's (Freak) Anthropology Game mechanics for thinking users Posted by Pietro Polsinelli on November 9, 2010 · 12 Comments Many software applications and web sites that are not commonly understood as games have some aspect that can be described in gaming terms. Parent Resources - Mr. Cogbill's Class Social Networking Information: The web sites listed below are designed to help you learn how to safely and ethically use social networking sites (such as Facebook, YouTube, Myspace and more). Connect Safely - Smart Socializing Starts Here GetNetWise - Social Networking Sites

Richard A. Bartle: Players Who Suit MUDs Richard Bartle[1] MUSE Ltd, Colchester, Essex. United Kingdom.richard@mud.co.uk Four approaches to playing MUDs are identified and described. These approaches may arise from the inter-relationship of two dimensions of playing style: action versus interaction, and world-oriented versus player-oriented. SCVNGR’s Secret Game Mechanics Playdeck Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of “concepts, techniques, know-how and best practices for developing successful and distinctive social games”. Zynga’s playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games.

Features - The Designer's Notebook: Difficulty Modes and Dynamic Difficulty Adjustment [In Ernest Adams' latest Gamasutra column, he digs into difficulty levels in games, interestingly suggesting that player-set difficulty can, in many cases, be preferable to dynamic difficulty settings.] I just finished reading a book called Interactive Storytelling, by Andrew Glassner. While the first couple of hundred pages contain useful introductions to both storytelling and game design (for the novice, anyway), the book has some serious flaws and I can't really recommend it. But along the way, Glassner digresses into a variety of other subjects, and one of them is settable difficulty levels. He's against them. He thinks they ought to be banned.

3/8/11: Gamification – Rajat Paharia Description of Class Students will learn about optimizing user behavior through the technique of gamification – the use of game mechanics in non-gaming contexts to influence and motivate user participation, engagement and loyalty. We’ll cover the basic game mechanics, why and how they work, and look at several examples of them being used in live applications across a variety of industries. Rajat Paharia – Founder & Chief Product Officer, Bunchball (SF) Rajat Paharia is the founder and Chief Product Officer of Bunchball.

How Does Multitasking Change the Way Kids Learn? Using tech tools that students are familiar with and already enjoy using is attractive to educators, but getting students focused on the project at hand might be more difficult because of it. Living rooms, dens, kitchens, even bedrooms: Investigators followed students into the spaces where homework gets done. Pens poised over their “study observation forms,” the observers watched intently as the students—in middle school, high school, and college, 263 in all—opened their books and turned on their computers. For a quarter of an hour, the investigators from the lab of Larry Rosen, a psychology professor at California State University-Dominguez Hills, marked down once a minute what the students were doing as they studied.

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