8 Principles Of Gamified Learning - 8 Principles Of Gamified Learning by Jonathan Cassie As our society continues to evolve in response to the rapid changes brought on by universally accessible mass technology, the act of teaching (and the experience of learning) has been under significant pressure to adapt. Since the turn of the century, a number of approaches have been offered by scholars and practitioners to answer this challenge. One of them that I feel strongly is an essential part of the educator’s toolbox is gamified instruction. Simply put, Industrial-age instructional techniques leave many Information-age students in the dust. In my book, Level Up Your Classroom, I develop eight research-informed principles that support gamified instruction as an approach to teaching and learning. Gamified instruction is not game-based learning (GBL). One of the most popular board games of the past year is called Machi Koro. Imagine trying to teach the Salem Witchcraft Crisis to middle school students.
The 100:10:1 method – the heart of my game design process | Nick Bentley Games This is the first post of a series on practical game-design techniques. In my years designing games, my methods have evolved from Games-Randomly-Emerging-from-the-Inchoate-Chaos-of-my-Brain-Area to something resembling an honest-to-goodness, write-downable process. I’ve decided to share this process here, for four reasons: 1. I’ve used it to create 3 of my 4 favorites among my own designs (Catchup, Stinker, and Cat Herders - Odd is the exception), which suggests it might have value. 2. 3. 4. …so thank heaven for this I call it the 100:10:1 method. The 100:10:1 Method It has three steps: Step 1 – I quickly write 100 short game concepts in a notebook. Here’s an example I just pulled randomly from a notebook: “Mortals: pieces age as they move – they’re dice and when a die moves, the pip count of its top face is reduced by one. Note: the exact number doesn’t matter as long as it’s a metric crap ton. Cat Herders : 1 year Stinker: 3 years Catchup: 4 years Why does the 100:10:1 method work? 1. 2. 3.
The Teacher's Guide To Badges In Education What encourages students to do well in school? Often, it comes down to grades. Many students will work harder in order to earn a higher grade. Colleges want to see good grades. Parents want to see good grades. Unfortunately, some students are not motivated by grades. Cub Scouts and Girl Scouts Boys and girls in the scouting program earn patches for three things: progressing through the scouting program, attending a special event, or accomplishing a specific goal. The patches are a source of pride to the scout who earned them, and they are a way to show off what they have accomplished to others. The values of every organization change, and when that happens new badges are created to encourage members to gain those skills. The Use Of Badges In The Military The Scouts’ use of badges was borrowed from the military which has been utilizing badges for hundreds of years. Video Game Achievements Badges from the video game Crysis – via MadMagnet Some of the achievements are very specific. Targets
Fate Misconceptions and Aspect Spamming | Ryan Macklin There are a couple things I’ve seen pop up again in the Fate community, which seems to pop up as new people discover Fate. People, you gotta understand two things about Fate: To the people who say “It can do everything!” no, it can’t. Understand that when Leonard Balsera and I were sitting down to start the rewrite of Fate Core, we took this idea as a feature. (Also, as a professional game designer, whenever I hear anyone say “this game can do anything/everything!” To the people who say “Make it an aspect!” That gave room for situation aspects (and to a lesser extent, game aspects) to shine. Not everything needs to be an aspect. If something can be used or taken away and it is somehow different from most others of its kind, then maybe it’s a situation aspect — like the Fabled Double-sword of the Haleish or a cursed double-axe. Whenever you think “oh, this is another thing attached to a character, it could be an aspect!” Treat aspects, persistent and not, as their own economy. - Ryan
Borejko: Zarobki z pisania o grach Było już skrótowo w pierwszej części, zatem dziś trochę rozwleklej. W obliczu kolejnej żenującej aktualizacji i pytań via prv o dochodach z pisania o RPG. Z perspektywy osoby która miała ponoć dużo odwiedzin w tym roku w blogosferze RPG PL Dla zdroworozsądkowej równowagi są i opinie innych.Daj sobie spokój z tym zarabianiem. Przynajmniej do czasu, dopóki nie wygenerujesz treści, która zainteresuje grupę Czytelników, większą od aktywnego fundomu online. Jeśli jest poniżej kilkuset unikalnych odwiedzin dziennie, naprawdę nie ma sensu męczyć Czytelnika reklamami. Ja na początkach prowadzenia bloga tytułowałem odwiedzających per Hipotetyczny Czytelnik. Pomyśl czy są wydawcy, sklepy, portale z którymi mógłbyś nawiązać współpracę - z reklam i programów afiliacyjnych będziesz miał niewiele. Jeśli chcesz zarabiać na publicystyce o grach fabularnych, wolna droga - niektórzy uważają że się da, możesz zacząć od Gamer Lifestyle Johnna Foura, ale niekoniecznie. Analogiczny program prowadził Rebel.
Borejko: Skalowalność Przyznam szczerze, nie bardzo znam się na grach planszowych. Gram ponad 25 lat w gry fabularne, jednak z planszówkami jestem na bakier. Wiecie kim jest Susan McKinley Ross? Ja bynajmniej nie wiedziałem, do czasu kiedy nie zapoznałem się z wywiadem z nią w biuletynie reklamowym. Susan zaprojektowała i opatentowała ponad 30 gier i innych zabawek dla dzieci. Wiele z tych produktów zdobyło znane na całym świecie nagrody, min. Zapewne jeśli gracie w gry planszowe słyszeliście o tytułach takich jak Qwirkle, Color Stix, czy Skippity. Podejmowane w RPG decyzje dają oczywiście multum satysfakcji, jednak czy któraś z gier fabularnych jest prosta do nauczenia? Źródło cytatów: Wywiad z Susan McKinley Ross GRA 4 2011 (12) Rok IV Biuletyn Gry Planszowe i łamigłówki
Hitbox Team - Designing game narrative Imagine one day you are struck with a flash of inspiration: freshly seared onto your mind is a story, one that is undoubtedly the greatest tale ever conceived by Man. It has all the elements of a great narrative: a gripping plot, nuanced characters, and an evocative setting. How would you write a book to convey this story? First, let’s look at how the medium of literature works. Writers use words to express ideas, arranging them in ways that draw the reader into the world of the story. Now, let’s say you write your book while disregarding all of these guidelines. “ It was a dark and stormy night. You continue to churn out the whole book in this horrible style, somehow still managing to communicate the bare facts of the amazing story you had in mind. People who read the book would laugh. Of course, you know better. Now, let’s look at the medium of cinema. The audiovisual experience in a film is a whole new realm of possibilities for artistic expression. Story versus storytelling “Who am I?”
Structured RPGs Sharing this from twitter, since it's easier to respond to these things when you aren't restricted by 140 characters. It might sound a little disjointed since it was originally a series of tweets. Maybe this is the board game fan in me, but I'm starting to really like structured RPGs. Games like Mouse Guard, TBZ, where there are specific and explicit divisions of play. It is not a bad thing for an RPG to abstract things and make it explicit there is a Game going on. If you aren't familiar with some of my previous small games (Wizard Council, Galactic Council, No Laugh Dungeon Crawl) you can check them out in a three pack bundle here: are totally RPGs, but I'm sure some folks would categorize them as board games or party games or whatever. I'm writing another game in that style right now. Pull from all kinds of sources.