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.”
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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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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, AI, 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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Game accessibility guidelines | A straightforward reference for inclusive game design

Game accessibility guidelines | A straightforward reference for inclusive game design | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Board Games and Card Games: Leading the Learning Game Field in 2018

Board Games and Card Games: Leading the Learning Game Field in 2018 | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Best content around microlearning Learning Technologies selected by the eLearning Learning community.
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What Is a Robot?

What Is a Robot? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Introducing "HardWIRED: Welcome to the Robotic Future," a new video series in which we explore the many fascinating machines that are transforming society.
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5 AI trends to watch in 2018

5 AI trends to watch in 2018 | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
From methods to tools to ethics, Ben Lorica looks at what's in store for artificial intelligence.
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Mirra - build, share, and explore immersive experiences

Mirra - build, share, and explore immersive experiences | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Mirra allows people to build, share, and explore immersive experiences. Anyone can simply create or visit a new experience by just diving in.

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3 Ways to Use Game-Based Learning

3 Ways to Use Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
There are several strategies for gamifying your classwork, and they’re not mutually exclusive—you can combine them.
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Why don’t teachers use Minecraft?

Why don’t teachers use Minecraft? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Last week saw another Tweet-storm from Minecraft creator Notch. A series of unapologetic statements, replies and foul language which website The Gamer called a "melt down". He was happy to attack fans and critics alike. Interestingly, a number of educators, often vocal about the game were quick to distance 'their game' (Minecraft Edu) from Minecraft…
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Decentraland - A blockchain-based virtual reality world.

Decentraland - A blockchain-based virtual reality world. | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
A blockchain-based virtual reality world.
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Evaluating in #VR

Evaluating in #VR | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Products with Kokoa Education Standard label represent high educational value and have validated pedagogical approach.
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We need to talk about the power of AI to manipulate us

We need to talk about the power of AI to manipulate us | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Our tendency to become emotionally attached to chatbots could be exploited by companies seeking a profit.
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12 AI will help redesign Hype vs. Reality: The AI Explainer

12 AI will help redesign the entire shopping experience, optimizing everything with more and better data. Retailers will seamlessly stock the precise number of…
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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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#Infographic - Augmented And Virtual Reality Application In E-Learning

#Infographic - Augmented And Virtual Reality Application In E-Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Infographic on AR vs VR: Awareness of VR (Virtual Reality) and AR (Augmented Reality) has reached right threshold level, driving innovative learning solutions.
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elearning at eCampus ULg's curator insight, February 22, 3:06 AM
On en parle de plus en plus à l'ULiège
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What board games can teach educators 

What board games can teach educators  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
I live a 10-minute walk from the UK’s first board game café, Thirsty Meeples (a meeple is the name given to any person-shaped figure used as a player’s token in a board game). Until recently, my…
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Gamification is… what, exactly?

Gamification is… what, exactly? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Gamification is grabbing all the L&D headlines. Perhaps that’s because it seems to encapsulate all things to do with games and their application to learning, training and engagement. However, gamification is not game-based learning. They are two very different things and it’s worth putting the record straight. I won’t go into a lengthy history lesson on where gamification as a term emerged from (headlines: advertising and marketing-focused loyalty and reward schemes, the rise of the quantified self, pioneering mobile apps like Foursquare), but the concept of gamification is as old as the hills – think avoiding the cracks in the pavement, or playing 'eye spy' to pass the time on a long journey. Gamification centres on motivating people to complete everyday or mundane tasks, helping them to sustain interest and keep up with activities or goals that they find difficult to complete or lack the motivation to keep on track. If you think of fitness, health and wellbeing apps, badges, stickers, rewards and virtual ‘whoops’ (not dissing this - growth mind-set theories demonstrate the impact of positive strokes), you’ll get the gamification picture. The best approach is where a game and the game mechanics have learning value of themselves, where learning is intrinsic to the gameplay. So, in L&D or training terms, gamification is a great way to reward, motivate and sustain interest in repeat tasks, daily procedures or long-term goals - from following a standard operating procedure to learning a language. It can be applied to anything that might need a boost or extra motivator for people to complete and/or compete. It surrounds a learning intervention (a programme, course, campaign), but – here’s the important bit - it’s not a learning intervention itself. That’s where game-based learning (GBL) comes in. Now don’t get me wrong, GBL is much harder to encapsulate in a few hundred words. It’s like explaining to someone who’s never watched television, what’s on television. Television is so much more than Game of Thrones, right? Click here to take the TJ survey and get three months free digital subscription to TJ plus the chance to win an Amazon Echo GBL is, put simply, the process of learning through play - playing a game to learn rather than to be entertained. The best approach is where a game and the game mechanics have learning value of themselves, where learning is intrinsic to the gameplay, rather than where learning is extrinsic or bolted on after – in my opinion, bad GBL practice. If we take a few genre or game format examples it might help to explain. If you think about role-playing (take on a persona and complete challenges), strategy (gather and utilise resources, testing out strategies to succeed) or simulation games (probe and re-probe simulated circumstances and conditions), you immediately see the similarity between the language of learning and of gaming. As one of the founding fathers of GBL Professor James Paul Gee (2005) says ‘Good game design is good learning design’. Finally a couple of pointers to the heart of game-based learning. First, you can’t compete with the latest console title or the pervasive game that everyone’s playing on Facebook. Don’t start there, don't go there. Second, it’s not ‘fun’ or learning made easy. Good game-based learning should be ‘pleasantly frustrating’ (James Paul Gee again) or as Seymour Papert from MIT called it ‘hard fun’. Good games and good learning games challenge you and put you on the edge of your capabilities. They get you thinking, re-evaluating and playing again. About the author David Squire is creative director of DESQ
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What is Virtual Reality? 

What is Virtual Reality?  | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
In the first of four articles, Paul Driver discusses what virtual reality is, comparing 360-degree video and computer-generated spaces.
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Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds

Getting into Virtual Reality Part 1: Creating Virtual Reality Worlds | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
A blog about the use of educational technology in language learning and teaching
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#VR and #AR in #eLearning: Ready for Prime Time?

#VR and #AR in #eLearning: Ready for Prime Time? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Are we close to practical uses of AR and VR for learning, skill development, and performance? Here are some answers.
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TeacherGaming - Educational Games for Classrooms

TeacherGaming - Educational Games for Classrooms | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
TeacherGaming brings educational games to classrooms, catering to the K-12 age range and a wide array of topics from math to typing.
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ETHICALLY ALIGNED DESIGN - A Vision for Prioritizing Human Wellbeing with Artificial Intelligence and Autonomous Systems

ETHICALLY ALIGNED DESIGN - A Vision for Prioritizing Human Wellbeing with Artificial Intelligence and Autonomous Systems | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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Carlos Fosca's curator insight, June 17, 2017 4:34 PM

“To fully benefit from the potential of Artificial Intelligence and Autonomous Systems (AI/AS), we need to make sure that these technologies are aligned to humans in terms of our moral values and ethical principles. AI/AS have to behave in a way that is beneficial to people beyond reaching functional goals and addressing technical problems. This will allow for an elevated level of trust between humans and our technology that is needed for a fruitful pervasive use of AI/AS in our daily lives.” (IEE).

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Will VR Ever Be Mass Entertainment?

Will VR Ever Be Mass Entertainment? | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Exorbitant costs, confused customers, and fire risks: bringing VR to the people is proving tricky.
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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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