Digital Delights - Avatars, Virtual Worlds, Gamification
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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.”
Ana Cristina Pratas's insight:

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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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, Gamification
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Welcome to Gamification.org! - Gamification Wiki

Welcome to Gamification.org! - Gamification Wiki | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification.org is the leading resource and community for gamification information, research and examples in over 18 languages.
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911, what’s your emergency? Review

911, what’s your emergency? Review | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
An emergency phone line operator isn't the first job I'd think of that needs excellent language skills, but you'd be hard-pressed to find lots of better examples of work where your listening and speaking skills really make the difference between life and death. I've been fortunate enough never to have made a call to 911…
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Turning Forest - A #VR Fairy Tale

Turning Forest - A #VR Fairy Tale | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The Turning Forest is a fairy-tale using 3D sound, recorded on-location in a forest using a 20 microphones and experienced in glorious virtual reality.
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Why Artificial Intelligence Owes You an Explanation

Why Artificial Intelligence Owes You an Explanation | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The emerging “right to an explanation” movement is focused on providing consumers with personalized, easy to understand algorithmic transparency.
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Tyto Online Trailer

Explore a futuristic, alien planet as you solve problems and complete quests, learning real-world science with your friends. SIGN UP FOR A FREE TRIAL A
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Artificial Intelligence, the Future of Work, and Implications for Education

Artificial Intelligence, the Future of Work, and Implications for Education | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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#Games Pose Unique Accessibility Challenges 

#Games Pose Unique Accessibility Challenges  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Designing accessible, inclusive games poses challenges that developers don’t encounter in more conventional eLearning content. Some changes, when incorporated early in the development process, greatly enhance inclusivity at relatively low cost.
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#Simulator 2014 by Nicky Case

#Simulator 2014 by Nicky Case | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
a half-true story about half-truths
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elearn Magazine: Gamification Is Simply Bells and Whistles

elearn Magazine: Gamification Is Simply Bells and Whistles | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
eLearn Magazine is a leading source of high-quality information on the uses of online learning and training strategies in a variety of contexts for K-12, higher education, and the corporate workforce.eLearn Magazine presents new technologies and approaches for creating, delivering, and supporting online instruction and workplace performance.
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Poptropica

Poptropica | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Poptropica, a virtual world for kids to travel, play games, compete in head-to-head competition, and communicate safely. Kids can also read books, comics, and see movie clips while they play.
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9 Mistakes to Avoid When Designing Educational Games

9 Mistakes to Avoid When Designing Educational Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The more you play test, the more likely you are to find opportunities for improvement.
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From Pikachu to Patients: The Rise and Rise of Augmented Reality 

From Pikachu to Patients: The Rise and Rise of Augmented Reality  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Whether or not you were caught up in the phenomenon of 2016 that was Pokémon Go, you were surely aware of the craze. The game, developed by Google spin-off Niantic, popularized location-based and augmented reality (AR) technology. It became one…Read more ›
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Someone here is lying… Spyfall review

Someone here is lying… Spyfall review | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Around 8 months ago I was introduced to a new game that I immediately wanted to write about for this site. It's taken awhile, but here it is. You see, it's not all digital and mobile phone games here at ExLT, this time we are looking at a board game - well, actually a card…
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Collaboration in Augmented Reality

Collaboration in Augmented Reality | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique coll
Ana Cristina Pratas's insight:

Abstract

 

Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique collaborative experiences. For example, co-located users can see shared 3D virtual objects that they interact with, or a user can annotate the live video view of a remote worker, enabling them to collaborate at a distance. The overall goal is to augment the face-to-face collaborative experience, or to enable remote people to feel that they are virtually co-located. In this special issue on collaboration in augmented reality, we begin with the visions of science fiction authors of future technologies that might significantly improve collaboration, then introduce research articles which describe progress towards these visions, finally we outline a research agenda discussing the work still to be done.

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5 #games every #e-learning professional should play

5 #games every #e-learning professional should play | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
You can narrow down someone's age by whether they include spaces in their file names. If they do, they're under 40. That is a sweeping declaration, and quite possibly true. Here's another one... Gamers are a sub-culture dominated by young men. This declaration, however, is stone-cold wrong. In fact, 63% of American households are home…
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Gamifying education: what is known, what is believed and what remains uncertain: a critical review

Gamifying education: what is known, what is believed and what remains uncertain: a critical review | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of its application in educational contexts, the current review is aiming to shed a more realistic light on the research in this field by focusing on empirical evidence rather than on potentialities, beliefs or preferences. Accordingly, it critically examines the advancement in gamifying education. The discussion is structured around the used gamification mechanisms, the gamified subjects, the type of gamified learning activities, and the study goals, with an emphasis on the reliability and validity of the reported outcomes. To improve our understanding and offer a more realistic picture of the progress of gamification in education, consistent with the presented evidence, we examine both the outcomes reported in the papers and how they have been obtained. While the gamification in education is still a growing phenomenon, the review reveals that (i) insufficient evidence exists to support the long-term benefits of gamification in educational contexts; (ii) the practice of gamifying learning has outpaced researchers’ understanding of its mechanisms and methods; (iii) the knowledge of how to gamify an activity in accordance with the specifics of the educational context is still limited. The review highlights the need for systematically designed studies and rigorously tested approaches confirming the educational benefits of gamification, if gamified learning is to become a recognized instructional approach.
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#Gamification vs #Game-Based Learning: What's the Difference?

#Gamification vs #Game-Based Learning: What's the Difference? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
What's the difference between game-based learning & gamification? In this article, we'll show you how the two terms differ and provide real-world examples.
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5 Stages to #Gamification #Infographic 

5 Stages to #Gamification #Infographic  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The 5 Stages to Gamification Infographic outlines a step-by-step guide to gamifying courses.
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Lost Among the Realities: A Guide to #Virtual, #Augmented, and Mixed #Reality 

Lost Among the Realities: A Guide to #Virtual, #Augmented, and Mixed #Reality  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Immersive or augmented experiences are innovative tools that could transform eLearning. This guide explains virtual,
augmented, and mixed realities.
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 Augmented Reality for Everyone

 Augmented Reality for Everyone | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Make AR Experiences and share them with the world
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How to Turn Computer Games into Lesson Plans 

How to Turn Computer Games into Lesson Plans  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Pretty much like every other American child of my day, one of the most pinnacle, memorable experiences of my childhood was playing computer games in school.
Ana Cristina Pratas's insight:
A History of Edutainment

Doubtless most of you are already familiar with the concept, but for the sake of being thorough let me touch on it quickly. Edutainment is the process of educating through the use of popular forms of entertainment. Arguably parables and fairy tales with their moral of the story format are a form of edutainment that has existed for thousands of years. Probably the first example of using modern media methods for edutainment would be the WWII army training films featuring Private Snafu. (Warning, these films are a product of their time and as such reflect many attitudes considered offensive today.) TV shows such as Sesame Street and Schoolhouse Rock moved edutainment into the children’s education demographic in the ‘70s by making subjects like reading, math, civics, and grammar fun for the whole family.

The Oregon Trail brought this concept to the computer. It was written by a then high school student specifically to help teach an 8th grade history class. Though initially written in 1971 it didn’t become popular until the end of that decade, becoming the classic classroom icon it is now through its near universal adoption during the ‘80s.

Edutainment is now a very popular tool in the classroom. Current students tend to be computer savvy gamers with a hefty appetite for active learning. A wide variety of edutainment has been created for the classroom to meet this need. But sometimes purpose built software doesn’t meet the specific needs of a given classroom. When that occurs a teacher may have to get a little creative and find ways to adapt commercially available games meant for private gamers.

At the university level various professors have engaged in novel solutions. For example, Boise State uses Second Life as an interactive classroom. I myself found Empires III surprisingly helpful in learning how the Tokugawa Shogunate came to power during my military history studies. But what about at the highschool level? Have highschool teachers been able to similarly adapt?

Today I’d like to share three real world examples where teachers did precisely this. Hopefully by looking at how they adapted popular games to their classrooms you’ll find inspiration that will help you in your own classrooms. Our three examples are Jeremiah McCall, Dan Bloom, and Don LaBonte.

Civilization IV

Jeremiah McCall had a problem. In his Ancient World History class he wanted to help make the big picture view of how agriculture essentially created civilization stick with his students. To do so he turned to Civilization IV, one of the immensely popular 4X (eXplore, eXpand, eXploit, and eXterminate) empire building games created by Sid Meier.

In Civ IV players have significant power over the development of their societies. They can select the location where cities are built. Using workers they can determine the ways the surrounding land is being used through development of infrastructure such as farms, mines, fortifications, etc. When the cities grow large enough players can reassign them into specialized roles. Larger, more efficient cities can sustain larger, more professional militaries useful for protecting less built up cities, while roads connecting them allow for greater distribution of exploitable resources. Players can use more powerful economies to build wonders and structures that support and expand cultural and religious power and select specific governing and civic policies. And all of this leads to an increasingly strong growth of learning and technological development. All of these in turn add up to the player having a variety of ways to influence or even outright absorb neighboring civilizations.

 

These processes all closely model historian David Christian’s core factors of ancient civilizations: agrarian communities, cities and towns, complex division of labor, hierarchies, armies, literate bureaucracies, networks of exchange, systems of religion and ideology, and wider hinterlands. Studying and understanding them both individually and as a collective whole is fundamental to an understanding of how our current civilization came to be. However doing so through selected readings from standard textbooks and writing a few essays about the Natufians, Dadiwans, or Tehuacans tends to be a very static process that does not fully engage the students, resulting in only a shallow degree of learning.

By incorporating Civ IV into the study process, McCall can now fully engage the students. As he instructs on each individual subsection of Christian’s core factors students can go into the game, assume the role of a late Neolithic leader, and specifically manipulate that factor, studying how increases or decreases impact the development of their civilization. This is internalized by the students as they are able to watch the results of their own decisions about how to develop their early farming society unfold before their eyes, and point out to what factors led to the results.

McCall is not the first to use Civ IV in this fashion. While he is putting a much more specific spin on it with his approach (focusing on Christian’s model), Nordahl Grieg Upper Secondary School in Norway has been using Civ in this fashion as well. Teachers Aleksander Husoy and Vegard Relling have been collecting some of the essays and lessons learned presented by their students and publishing them in English. To get a feel for the student view of this learning tool I recommend reading these essays here. It makes for an excellent read.

Minecraft

Dan Bloom teaches biology at the 9th grade level. For him the challenge was to help his students visualize the process of DNA extraction. His students were preparing to do this in an actual science lab experiment, but he wanted to be certain they understood what they were doing and why before ever stepping into the lab.

His novel solution, as is well-detailed in this excellent Edutopia article, was to turn to Minecraft. With the help of a more Minecraft-savvy assistant, he built gigantic biological cells. Students then had to utilize the correct tools (chemicals) in order to properly get into the correct parts of the cell to be able to reach the DNA. Use of the incorrect tool (such as attempting to use salt to break through the cell’s outer membrane) won’t get them anywhere, while the correct tool rapidly moves them forward towards their goal. Through this process students not only learn the how and why of DNA extraction, they are also able to visualize the structures and parts of basic cells in a 3D, interactive environment, further solidifying earlier lessons.

 

According to the Edutopia article, Bloom’s results have been singularly effective. During the experiment students were able to really talk about what they were doing, and even able to extend the knowledge. He reported that some post lab reports even went on to point out that the soaps used to break down cell walls were attacking the fats, and that soap breaks down fats on dirty dishes, thus making the leap between a biology experiment and modern, everyday experiences.

Bloom was interviewed for the Minecraft Minechat channel on YouTube. It’s a fun and excellent breakdown of his use of this very popular game.

Portal 2

Don LaBonte is a teacher and curriculum designer for Chicago’s Convergence Academies. Like Dan Bloom, his goal was to provide students the opportunity to fully engage with the scientific process in a way keyed to their personal sense of fun. As is detailed in this Edutopia article, during an after-school video gaming club meeting he noticed how thoughtful the students were while engaging with the problem solving process involved in Valve’s Portal 2.

 

 

LaBonte realized that Portal 2’s Puzzle Maker feature was able to meet the NGSS Science and Engineering Practices standards. As such students could use a directed framework to follow the scientific method: Come up with a question, design an experiment, get feedback from the experiment, make sense of their results. Given the task to test game players by designing levels, students were able to come up with questions about how players might react to specific puzzles, how quickly they might overcome them, what means they might use, and so on. They then were able to design specific puzzles to test these questions while controlling for factors such as gaming experience, gender, age, and etc. They then ran their experiments, interpreted their results, and presented their findings to the class.

The students were enraptured by this method of learning how to conduct science. “I saw these kids display more joy and pride after passing a level than I ever did when they tried to see if Train A arrived before Train B if they both left Kansas City an hour apart.” Post project discussions were lively and engaging as they discussed problem solving methods, technical issues and solutions, and the fun of creating a successful design.

The Students weren’t the only ones thrilled. Valve was as well. Portal 2’s Puzzle Maker developers from Valve collaborated with Edutopia and several teachers to create a video about using Puzzle Maker in the classroom.

In Short

These are just three examples of the ways teachers have used commercial games as tools in the classroom. Hundreds of games exist with the potential to enhance the learning environment for today’s Nintendo generation. Regardless of the subject you teach there are probably opportunities out there for you just waiting for a little creative application.

James Hinton is a life-long learner who is perpetually a thesis away from his Master’s. He currently hangs his hat in Idaho with his four teenage daughters, fretting over paying for their impending college bills. You can read more of his writing at http://jamiemhinton.wordpress.com/. My twitter is @JamieMHinton

 

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Cartoonize yourself | Cartoonize your photos online 

Cartoonize yourself | Cartoonize your photos online  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Cartoonize your photos, Cartoonize yourself online
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