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What Happened to Cyberpunk?

What Happened to Cyberpunk? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Cyberpunk writing was “not outside us, but next to us. Under our skin; often, inside our minds.”
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In a sense, it’s a generational thing. In 1980, the writer Bruce Bethke – whose short story “Cyberpunk” inadvertently christened the genre – was working at a Radio Shack in Wisconsin, selling TRS-80 microcomputers. One day, a group of teenagers waltzed in and hacked one of the store machines, and Bethke, who’d imagined himself a tech wiz, couldn’t figure out how to fix it. It was after this incident that he realized something: these teenaged hackers were going to sire kids of their own someday, and those kids were going to have a technological fluency that he could only guess at. They, he writes, were going to truly “speak computer.” And, like teenagers of any era, they were going to be selfish, morally vacuous, and cynical.


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Avatar Creators - Web tools for kids

Avatar Creators - Web tools for kids | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:

From monsters to talking avatars, a range of avatar makers to choose from. 

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Sandra Carswell's curator insight, March 17, 9:04 PM

Always looking for good avatar creators for students to use on their edmodo accounts. 

Profesor Mills's comment, March 20, 3:33 PM
Most of these link to advertisements for commercial brands or websites that no longer exist
john dimitriou's curator insight, March 26, 3:58 AM

Asking students to create or identify themselves through an avatar to explain how something works or how it is made allows students to package information in a way that it helps them to unpack knowledge. Becoming personally and emotionally invested helps to engage learners. They take ownership.

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Gamified UK

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The Origins of Gamification - Infographic

The Origins of Gamification - Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Gamification is about Design, Not Technology

Gamification is about Design, Not Technology | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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niftyjock's curator insight, July 15, 3:18 PM

I completely agree 

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Report Card: Gamification in Learning (What Works?)

Report Card: Gamification in Learning (What Works?) | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Gamification in ACTION

Gamification in ACTION | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Karl Kapp’s inspiring and thought-provoking interview with Learnnovators left us wondering about the amazing possibilities of gamification and game-based learning. In addition, this also made us think about the other areas of our lives where gamification and game mechanics are making an impact. We set out on a journey to explore and see how the community and the industry are presently perceiving and practicing these methodologies in learning as well as in other situations. Read on…
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Game Over: 4 Gamification Mistakes

Game Over: 4 Gamification Mistakes | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification is a popular trend for e-Learning right now. But if your learners are disinterested, unfocused or not learning anything valuable - it may be GAME OVER for your e-Learning course. 
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Digital Gaming and Language Learning: Autonomy and Community

Digital Gaming and Language Learning: Autonomy and Community | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Abstract:


The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most Chinese gamers are playing L2 digital games in their leisure time. Informed by research on out-of-class L2 learning, this paper discusses findings from an exploratory study investigating L2 gaming and learning practices in young people’s everyday lives. Drawing on rich data from gaming sessions, stimulated recall, focus group discussion, individual interviews and online discussion forums, this paper argues that gamers exercise autonomy by managing their gameplay both as leisure and learning practices in different dimensions (location, formality, locus of control, pedagogy and trajectory). At the same time, gameplay-as-learning practices are supported by wider communities of digital gamers who take on roles as language teachers and advisers. The paper suggests that activities in these dimensions mediated learning autonomously and from community, and discusses the research and pedagogical implications for L2 gaming and learning.

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Looking at a Gamified LMS Platform

Looking at a Gamified LMS Platform | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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niftyjock's curator insight, May 24, 6:48 PM

I Like the idea of gamification but, I would lie to see some empirical evidence that gamification increases learning!

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Should You Gamify eLearning?

Should You Gamify eLearning? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Corporate America today utilizes online learning and computer-based courses for employee training with great regularity. It is flexible and fast, giving em
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Pros
  • Game-playing helps develop positive mental attitudes toward learning dry subjects.
  • Portability is great; employees can often play on their desktop, laptop, or portable devices.
  • Alleviation of boredom and tediousness in mastering subject matter is a plus.
  • Gamification can help employees focus on the material and absorb more of the information.
  • Role-playing games can guide employees to advanced academic understanding.
  • eLearning increases the ability to learn independently.
  • Gaming-based learning shifts the focus to the process rather than the outcome or goal of the course.
  • Games that help confront fears and anger have been shown to be a safe alternative for releasing emotions.
  • Games like online chess make students slow down, concentrate, and think moves ahead – definitely good skills for employees to master.
  • Music and movement augment the learning experience in a positive way.
  • Game mechanics can teach critical thinking and interpretation skills that are crucial to learning.
  • Replayability gives people permission to fail, which encourages exploration and discovery.
Cons
  • eLearning has to be monitored to be successful; it is important to classify what is learned from the games played.
  • There is still research that needs to be done to figure out how and why gamification works and why it is effective.
  • Extrinsic rewards can lose their value over time, and actually lessen the motivation of players.
  • Some games do not use the experience to properly motivate people to really learn and be engaged.
  • Game-playing can result in a lack of strategic connection. The challenge is keeping it relevant to the tasks at hand.
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Malachy Scullion's curator insight, May 8, 5:07 AM

Are you gamifying your classroom?

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How Games Lead Kids to the Good Stuff: Understanding Context

How Games Lead Kids to the Good Stuff: Understanding Context | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
With game-based learning students learn how to solve the problems in context. They understand how the equations they are solving fit into the world. The question, “Why do I need to know this?” is rendered obsolete. It is more than just subject matter, more than just content. There’s context. Students understand how integer partitions work within a system.
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Celia Molares's curator insight, May 18, 2:40 AM

El aprendizaje basado en el juego permite al estudiante experimentar, entender y resolver problemas. 

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The Gamification of Education Infographic

The Gamification of Education Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification has tremendous potential in the education space. How can we use it to deliver truly meaningful experiences to students?
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Playing with the Definition of “Game Thinking” for Instructional Designers «

Playing with the Definition of “Game Thinking” for Instructional Designers « | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:
"Game thinking, from an instructional game designer’s perspective, is approaching the design of a learning event from the perspective of learner actions and activities that lead to a meaningful outcome while navigating some sort of risk. Meaningful outcomes involve overcoming challenges and solving problems through thoughtful decision making by the learner. It also involves risk; games include the risk of giving up territory, of having to start over , or of not successfully completing the endeavor. With nothing at risk, there is little to gain."
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Futurama Head in a Jar Creator App - Avatar Creator

Futurama Head in a Jar Creator App - Avatar Creator | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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30 Facts About Gamification in eLearning Infographic - Infographic

30 Facts About Gamification in eLearning Infographic - Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification in eLearning Infographic: 30 Facts About Gamification in eLearning Infographic by TalentLMS the gamified LMS!
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What Does Gamification Look Like In Classrooms? Infographic

What Does Gamification Look Like In Classrooms? Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Using games or game play elements in the classroom to drive learning outcomes is sill gaining popularity. Though most teachers aren’t ready to embrace bringing serious games like Minecraft into their classrooms, many are willing to gamify learning or use other types of games. That said, getting an idea of how many teachers are (or …
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Gamification, Game-based Learning, and Serious Games: What's the Difference?

Gamification, Game-based Learning, and Serious Games: What's the Difference? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Make sure you know the difference among gamification, game-based learning, and serious games.
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3D GameLab - Heroic learning, come play!

3D GameLab - Heroic learning, come play! | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Learn while gaming. 3d game lab is education through online learning, gaming, teaching, training, teacher professional development.
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A "SIMPLE" Approach to Learning Games

A "SIMPLE" Approach to Learning Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
There are 6 components of gamification that are necessary to drive engagement. You can use the acronym SIMPLE to remember them.
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Engagement Formula for Corporate Learning

Engagement Formula for Corporate Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Include these elements in training. Both learning games and simulations are tailor-made for this formula for maximizing learner engagement.
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Marilyn Dantico - Using Mini-Games in the Classroom

Professor Marilyn Dantico talks about her experiences incorporating games in her required upper division research methods course. Hesitant at first, she incl...
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What is Gamification? A Few Ideas. - (Video)

In this whiteboard video gamification expert Karl Kapp describes the term gamification, talks about the two types of gamification (structural and content) an...
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Four Tips: Gamification, According to Endorphins

Four Tips: Gamification, According to Endorphins | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Avatar Secrets: An Interactive Documentary for the iPad

Avatar Secrets: An Interactive Documentary for the iPad | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Avatar Secrets is a groundbreaking interactive documentary for the iPad. Written, directed and produced by Ramona Pringle. Launches Spring 2014.
Ana Cristina Pratas's insight:

"A digital project in form and content, Avatar Secrets explores the complexities of human connection in the wired world, examining the evolving nature of community, relationships, empathy and interdependence in the real world, and in the digital frontier.

Avatar Secrets chronicles director Ramona Pringle’s personal journey across borders and bandwidths in search of love, meaning and community in the 21st century. As she tumbles down the rabbit hole of the digital realm and ventures into massive online game worlds, Ramona discovers an idea that changes her life, and the way she sees the world: We’re not addicted to technology, we’re addicted to each other – to love, empathy, camaraderie, compassion.

By identifying the true allure of the digital world, Ramona starts to uncover the deficits in the real world, and in turn, wisdom about how we can personally, and perhaps, as a society reconnect and re-engage in real life in a more profound way. What are we missing? What are we looking and longing for? And how do we get what we need from our real – or hybrid – lives?

Developed for the iPad within a multi-layered 2.5D interface, Avatar Secrets combines cinematic live-action video footage, animated sequences, case studies, and interviews with some of the world’s leading minds in the digital conversation."

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niftyjock's curator insight, April 29, 3:07 PM

Interesting development in communication

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Best Practices in Instructional Design of Serious Games - Interactive Infographic

Best Practices in Instructional Design of Serious Games - Interactive Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Learn about the Best Practices for Instructional Design of Serious Games through this interactive infographic
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4 Ways Serious Games Link to Learning (Free Download) -

4 Ways Serious Games Link to Learning (Free Download) - | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
A growing body of research supports the use of serious games in the workplace. And thanks to a year of successful implementations in corporate settings, some great case studies now point the way for organizations ready to use games for learning. Whether you want to use a true serious game, a gamified solution, or a combination of the two… it’s a great time to do so. While research shows that people learn more from games than other learning solutions, many L&D practicioners still do not know why games work… so they avoid using games entirely. If you think you want to use a game for learning, you first must become familiar with the types of “fun” in games, what’s required for real learning to happen, and the ways games can link the two. We’ve created a new guide to help you accomplish this. The content, researched and written by Knowledge Guru creator (and BLP president) Sharon Boller, takes the mystery out of using serious games in the enterprise. It’s a simple thing, really: become familiar with the ways people have fun in games, identify the common principles all effective learning solutions share, and then carefully map the two together. And once  you map the “fun” elements of your serious game to the elements needed for learning, you’ll also want to employ some research-based learning principles to actually help people remember the content after they’ve learned it. Are your game mechanics and game elements actually mapped to the cognitive tasks learners need to perform on the job? Are you taking advantage of the latest research on how the human brain best commits knowledge to long-term memory? The guide, titled 4 Ways Serious Games Link to Learning, is available as a free download.
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niftyjock's curator insight, April 14, 12:11 AM

Is the knowledge transferable?