Read what UNESCO thinks of the use of Games in Education. GBL is gaining notoriety within the decisors and this will be a GREAT victory for Learning. Be a GREAT Learner!
Via ERTE, Miguel Luís
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Martin (Marty) Smith's curator insight,
May 5, 7:45 PM
I like this "framework" to create gamification particularly Chou's 8 Core Drives: 1) Epic Meaning and Calling 2) Development and Accomplishment 3) Expression of Creativity and Feedback 4) Ownership and Possession 5) Social Pressure and Envy 6) Scarcity and Impatience 7) Curiosity and Unpredictability 8) Loss and Avoidance GREAT post on the HOW TOs of #gamification. Cool and helpful work from one of gamification's pioneers @yukaichou
Erin Moore's curator insight,
May 6, 11:36 AM
These dives/motivations can be used to improve engagaement in any interaction. Delete the scoop?
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Joe Pereira's curator insight,
May 17, 8:37 AM
A nice intro to IF by someone who actually writes for a living. I think it's great when parser-based IF is given credit by authors and not just gamers. Delete the scoop?
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Pierre Levy's curator insight,
May 6, 9:34 PM
A storehouse of resources, ideas and fun stuff for a small group of educators using video games with their students. Delete the scoop?
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Imersia's comment,
May 5, 5:14 PM
Doesn't mention the physiological benefits of gaming, e.g. release of endorphins etc. Gaming can have a huge positive effect on people's emotions through release of brain chemicals, of course when undertaken at moderate levels:)
AlGonzalezinfo's curator insight,
May 9, 12:09 PM
Excellent resource, especially for many of us who are doing research on gaming apps! Thanks Linda.
From the article:
The 11 basic needs are gaining knowledge, gaining and improving skills, feeling competent, persevering through hard times, creating tools, managing danger, regulating emotions, competing for rewards, cooperating for rewards, caring for loved ones, and satisfying the senses with pleasant inputs (sights, smells, sounds, etc.). In the model they will each be referred to by their relevant nouns. Only “satisfying the senses with pleasant inputs” is called “Optimal Choice” because that is the purpose of satisfying our senses. They help us make the best choice by making us feel attracted to “good” things and repelled by “bad” things.
William Emeny's curator insight,
May 9, 12:59 PM
I am personally a big fan of 'gamification' and the motivational benefits to learning it brings. The work of Prof James Paul Gee is particularly brilliant. Here's a superb summary of the psychology behind why kids find video games so engaging. Delete the scoop?
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