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Writing, Research, Applied Thinking and Applied Theory: Solutions with Interesting Implications, Problem Solving, Teaching and Research driven solutions
Explores writing, applications of thought and theory, solutions, engineering, design, DIY, Interesting approaches to problems, examples of interdisciplinary explorations and solutions.
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Depression Quest: An Interactive (non)Fiction About Living with Depression

Depression Quest: An Interactive (non)Fiction About Living with Depression | Writing, Research, Applied Thinking and Applied Theory: Solutions with Interesting Implications, Problem Solving, Teaching and Research driven solutions | Scoop.it

Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people. 

Since the goal is to spread awareness, there is no minumum amount you need to pay to play the game. However, if you do choose to pay the developers for their efforts, a portion of the proceeds will be donated to iFred, a charity that aims to fight back against depression and the stigma against it. 

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Employee Engagement using Gamification

As a company if you want to be successful with engaged employees the need to focus on social responsibility both individually and as a whole is vital.

Via Be Learning
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The Gamification of Reading | ALSC Blog

The Gamification of Reading | ALSC Blog | Writing, Research, Applied Thinking and Applied Theory: Solutions with Interesting Implications, Problem Solving, Teaching and Research driven solutions | Scoop.it

Via Stacey Edmonds, Be Learning
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Stacey Edmonds's curator insight, June 10, 2013 11:47 PM

We can be so creative and insprational now in how we provide learning to our children.  My son experiences the joys of Transmedia Storytelling when interacting with Ninjago, whether it be the cartoon, the games or his own world of Ninjago Lego.


It is hard as a parent to navigate between the whole 'Play Screen Time' v's 'Learning Screen Time' guidelines...especially when my son is also reading and writing words well above his offical 'grade' at school as he wants to create his own world in MineCraft, which means he needs to follow instructions and name his creations.


Actually, the insights in this article also takes me back to my early 20's when I was working with young men with learning difficulties and through the provision of computers they were motivated to read and write so they could search the 'world wide web' (what they were searching for was another matter!).


As Jennifer asks, If an app/game can inspire a child to read and become a lifelong reader, shouldn't we find ways to embrace the technology rather than condemn it?


See what you think!


Helen Teague's curator insight, October 19, 2013 8:44 PM

Transmedia Storytelling

BookChook's curator insight, October 20, 2013 6:57 PM

Interesting article with thought-provoking comments. I believe we need to be open to all sorts of media and opportunities with our kids, to help them find the reading that works for them.