This site is designed to provide information about the concept of metaliteracy. It also highlights work that is being done in connection with metaliteracy by a group of PIs working on a SUNY IIT (Innovative Information Technology) grant. The grant awarded in 2012 is Developing a SUNY-wide Transliteracy Learning Collaborative to Promote Information and Technology Collaboration.
Augmentation always requires the individual human brain, the technological extension and the methods, language, and training that support use of the technology, and social communication among populations of individuals. In this extended e-book, I try to situate augmentation in the historical progression of human biological and cultural evolution and project a vision of where it might go in the future. -- Howard
"Mind Amplifier: Can Our Digital Tools Make Us Smarter? examines the origins of digital mind-extending tools, and lays out the foundations for their future. In it, Rheingold proposes an applied, interdisciplinary science of mind amplification. He also unveils a new protocol for developing techno-cognitive-social technologies that embrace empathy, mindfulness, and compassion — elements lacking from existing digital mind-tools."
Panel discussion on MOOC audiences with Howard Lurie of EdX, Deirdre Woods of U of Penn and Margaret Donnelan Todd of County of Los Angeles Public Library at MOOCs and Libraries: Massive Opportunity or Overwhelming Challenge.
Video games are masterful in their ability to find the right difficulty level to engage their user. The aim is to create something that is challenging enough to generate some sense of accomplishment when objectives are met.
Even if your nonprofit isn’t in financial trouble, your board and management should be alert to opportunities that will improve efficiency and sustainability. It’s best to do this before your nonprofit reaches crisis mode.
In this chapter review measures of emergence, self-organization, complexity, homeostasis, and autopoiesis based on information theory. These measures are derived from proposed axioms and tested in two case studies: random Boolean networks and an Arctic lake ecosystem. Emergence is defined as the information produced by a system or process. Self-organization is defined as the opposite of emergence, while complexity is defined as the balance between emergence and self-organization. Homeostasis reflects the stability of a system. Autopoiesis is defined as the ratio between the complexity of a system and the complexity of its environment. The proposed measures can be applied at multiple scales, which can be studied with multi-scale profiles.
Information Measures of Complexity, Emergence, Self-organization, Homeostasis, and Autopoiesis
Nelson Fernandez, Carlos Maldonado, Carlos Gershenson
A while back, I wrote an article for the eLearning Guild which was essentially about measuring social media as a learning tool. We called social media "Learning 2.0" but the issue is the same. Here is the article.
Tom Malone's MIT Center for Collective Intelligence is emerging as the single most active researchsite for studying augmented collective intelligence. -- Howard
"If we want to predict what's going to happen, especially if we want to be able to take advantage of what's going to happen, we need to understand those possibilities at a much deeper level than we do so far. That's really our goal in the MIT Center for Collective Intelligence, which I direct. In fact, one way we frame our core research question there is: How can people and computers be connected so that—collectively—they act more intelligently than any person, group or computer has ever done before? If you take that question seriously, the answers you get are often very different from the kinds of organizations and groups we know today."
Most behavior change games include four game design mechanisms: setting goals and missions, tracking progress, receiving incentives, and receiving support.
The first step in most behavior change games involves setting a goal and missions, quests or challenges to achieve the goal. Players have missions assigned to them, choose from a set of pre-configured missions, or create their own missions. Missions range in difficulty, and new players are encouraged to start with easier missions before proceeding to more difficult ones. On Mint and Payoff, typical goals include paying off a credit card debt or buying a house, while on Fitocracy and SuperBetter typical missions include eating healthier or working out.
Most behavior change games track progress by asking players to complete virtual tasks (Urgent Evoke, World Without Oil, Code Academy and DuoLingo) or self-report on their progress (RecycleBank, Fitocracy and SuperBetter), while some automatically track data through sensors and feeds (Quentiq, Nexercise, Zamzee, OPower, Mint and Payoff). Most games use points, rankings, levels and leader boards to help players measure their progress and compare their performance to friends, similar others, and other players. For instance, OPower compares players’ energy consumption to that of their neighbors and Mint compares peoples’ spending habits across categories such as coffee, phone bills and gas. These benchmarks help players re-evaluate their missions and encourage a healthy sense of competition, both to beat their own best performance and that of their friends.
Players receive incentives when they accomplish tasks such as completing their profile, inviting friends, sharing their progress, or achieving a milestone. Incentives range from rewards like points, virtual goods and unlocked content; recognition through badges, levels, titles and special privileges; and in some cases real-life prizes including cash prizes (Payoff.com) and holidays packages (RecycleBank). Incentives are effective in attracting first-time players, helping them get started and creating fun and excitement. After they are hooked and begin to successfully complete missions, players receive the ultimate incentive to keep playing – they see a change in their behavior and experience a sense of pride and self-empowerment.
Most behavior games are intrinsically social in nature. They encourage players to share their performance with their social networks and connect them to other people who have struggled with or overcome similar challenges. These communities of friends and like-minded strangers offer players support, encouragement, advice and, when needed, a good dose of peer pressure. In some games, friends have specific roles to play; for instance, in SuperBetter, players invite allies to create special missions for them, while in Urgent Evoke, players give power votes and act as mentors for others.
Behavior change games work best when they are designed with wonder, playfulness and storytelling at their core. In spite of the hype around gamification and the success of white label gamification solutions like Badgeville, Bunchball, and BigDoor, it’s not enough to just add community or game elements to boring tasks.
Game researcher Nicole Lazzaro explains why we play games:
“Wonder, one of the strongest emotions of game design, rivets player attention and unleashes powerful neurochemicals that facilitate learning. At the heart of every intellectual pursuit, at the root of nearly all engagement, wonder keeps players coming back.”
Game researcher Raph Koster argues in his book Theory of Fun for Game Design that games and stories have a complimentary role: “Games tend to be experiential teaching; stories teach vicariously. Games are good at objectification; stories are good at empathy. Games tend to quantize, reduce, and classify; stories tend to blur, deepen, and make subtle distinctions. Games are external – they are about people’s actions; stories are internal – they are about people’s emotions and thoughts.”
This has been your prime minister of fun and mischief. Let the games begin! Come join me spread the fun, follow me on Twitter @hubiesocial. I'd love to hear from you.
Learndash, es un plugin para este poderoso sistema de administración de contenidos llamado WordPress, el cual permite utilizar las posibilidades de publicación de contenidos de WordPress, para generar las que se denominan lecciones, las que...
Mind Control Information and Facts: Links to an abundance of reliable, verifiable information on mind control, including summaries, news articles with links to original sources, information-packed books, videos, and more...
Focus question To understand how, why, where, design and related experience design methods help to develop great experiences that are culturally accepted and d… (Event: "DT practice in complex organizations" April 18th, Trento
I find that the most critical part of collaboration is "mindset." Most of us still have and use the industrial mindset, which in the case of collaboration is like trying to make a banana into an orange.