Syllabus « Gaming the Classroom
Indiana University, Bloomington Department of Telecommunications T366: Multiplayer Game Design Section 13353 Spring 2010 Email: clsheldo@indiana.edu Description Focus is on massively-multiplayer online games and virtual worlds. Students will be introduced to the design elements and production requirements necessary to create and maintain online games. Class time will be divided between fighting monsters (Quizzes, Exams etc.), completing quests (Presentations of Games, Research etc.) and crafting (Personal Game Premises, Game Analysis Papers, Video Game Concept Document etc.). At the beginning of the semester everyone in the class will choose and name their avatars. Grading Procedure You will begin on the first day of class as a Level One avatar. *Your level will be determined by experience points (XP) on a 2000 XP scale. · Solo: Craft your own game proposal. 1. Grading is rigorous. Attendance and Conduct You are expected to attend every class. Required TextDesigning Virtual Worlds.
Can Playing Video Games Help With Dyslexia?
By Linda Poon, NPR Most parents prefer that their children pick up a book rather than a game controller. But for kids with dyslexia, action video games may be just what the doctor ordered. Dyslexia is one of the most common learning disabilities, affecting an estimated 5 to 10 percent of the world’s population. So programs should emphasize training the brain’s attention system, they say, something that video games do. When people with dyslexia had to shift their attention between sight and sound, their reaction was delayed. “It’s not just shifting attention from one location to another, but we should also be training shifting attention from sound to visual stimuli and vice versa.” “It’s not just shifting attention from one location to another, but we should also be training shifting attention from sound to visual stimuli and vice versa,” Harrar, who is dyslexic herself, tells Shots. The study was published Feb. 13 in Current Biology, Copyright 2014 NPR. Related
Game Dynamics of Learning: The Gamification of Training and Performance Improvement
8 Mechanics from the Tech Crunch Panel on Social Gaming and Virtual Goods Here are 8 of the game mechanics the panel talked about: 1) Hero Effect Dynamic 2) Status & Ego/Pavolivan Mechanics 3) Social and Community Dynamic. Social layer (comparison via scoring) & participation in something larger [mostly in Facebook & social-mobile games] 4) Farmville Harvest Mechanic 5) Challenge Mechanic 6) Badges & Rewards & virtual goods/currency (progress bars & leveling up) 7) Music (and identity) Dynamic 8] The experience of augmented reality (specific type of mobile games) 9) Leaderboards (I don’t think they actually highlighted this one, but its worht nothing) “7 Ways Games Reward the Brain” is a an interesting TED talk on the topic by Tom Chatfield. Brett Bixler, Instructional Designer at Penn State and Evangelist for their Education Gaming Commons, believes there are 5 ways this applies to learning: 1. Like this: Like Loading...
ClassBadges Is A Free Way To Gamify Your Classroom
Looking to find a new, simple, and free way to gamify your classroom? There a new web tool out that you should probably know about. It’s called ClassBadges and it’s a free online tool where teachers can award badges for student accomplishments. Teachers can set up an account and award the badges whenever they wish. Pretty straightforward. Request an invite to create an account (it looks like right now, they’re working on handling a higher capacity of users), and once you do, you’ll be able to create a class list. You’re able to choose what badges are awarded (and they’re customizable!) See Also: The 50 Best Videos For Teachers Interested In Gamification
Content Design Patterns for Game-Based Learning (2155-6849)(2155-6857): Dennis Maciuszek, Sebastian Ladhoff, Alke Martens: Journal Articles
Abstract To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documented content design patterns can assist in the authoring of such rules. This paper reports on four studies that have collected quest, character, environment, and item design patterns by analysing a variety of media. Article Preview Introduction When computer scientists look at the field of game-based learning, they investigate existing systems, their implementations and software architectures. Figure 1. Educational RPG architecture The main idea is that the in-game character sheet describing the player’s avatar (or player character, short: PC) can act as a learner model, which is the basis for adaptation in Intelligent Tutoring.
How to teach punctuation
You might also try putting a period at the end of a “thought.” And what about semi-colons and colons? Well…maybe those are for exceptionally long breaths and thoughts? 1Attack the Old BeliefI’ll stop short of saying telling students “Forget everything you learned before about punctuation,” but I think a good starting place is finding out what students already know.
Level 5: Mechanics and Dynamics « Game Design Concepts
Until this point, we have made lots of games and game rules, but at no point have we examined what makes a good rule from a bad one. Nor have we really examined the different kinds of rules that form a game designer’s palette. Nor have we talked about the relationship between the game rules and the player experience. These are the things we examine today. Course Announcements No major announcements today, but for your curiosity I did compile a list of tweets for the last challenge (add or change a rule to Battleship to make it more interesting): “Reveal” was a common theme (such as, instead of firing a shot, give the number of Hits in a 3×3 square – thus turning the game from “what number am I thinking of” into “two-player competitive Minesweeper”)Skip a few turns for a larger shot (for example, skip 5 turns to hit everything in an entire 3×3 area). We will revisit some of these when we talk about the kinds of decisions that are made in a game, next Monday. Readings The Process of Design