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Smart Gamification: 7Concepts4Exp

Smart Gamification: 7Concepts4Exp

http://www.youtube.com/watch?v=F4YP-hGZTuA

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."

www.papert.org/articles/Doeseasydoit.html Does Easy Do It? Children, Games, and Learning By Seymour Papert From the June 1998 issue of Game Developer magazine, "Soapbox" section, page 88. Also included is a letter in response to Papert's article and Papert's response to that letter, both of which appeared in the September 1998 issue of the magazine. Levels of Use Adapted from C. Moertsch (1998), Computer Efficiency, Learning and Leading with Technology, p. 53; and G.E. Hall & S.M. Hord (1987), Change in Schools, p. 84. From field work in the late 1960's and early 1970's, Hall and Hord identified, verified, and operationally defined eight different levels of use of a new innovation. These levels of use are an important feature of their Concerns-Based Adoption Model (CBAM).

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. New Technologies in Education schoooools.com is an online schools community — the schoooools. Each school is an official representation of a real school, in the web. Just like in real life, to each school at schoooools.com can only access students, teachers and parents, authorized by the school, creating a safe and close space. Using the same school organization and the same school concepts, schoooools.com has a natural simplicity for all. For this reason, it's easy to work, play, collaborate and communicate with everybody. schoooools.com is available for any educative institutions, private or public, for kids from 4 up to 12.

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 Back End of Gamification in our 1:1 Professional Development I have posted several previous blogs on my model for gamification in our professional development. If you are interested in how the idea was started, read "Gamification in Education: It's World of Warcraft without the Warcraft." or "Mission Possible: Playing Games with Professional Development." If you are interested in how I incorporated crowdsourcing into the game, read "Crowdsourcing your 1:1 Professional Development." If you are interested in how I keep track of the points on the back end of the system, continue reading on:) I will begin by saying that this is by no means the best way to do this.

Gamification increases engagement and retention levels Gamification is on the rise and has become one of business’ recent buzzwords. But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. 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.

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