The massively multiplayer game EVE Online is special in many ways -- it is possibly one of the biggest social experiments ever, and it is live and growing.
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From
edudemic
There are dozens of things teachers and students should know about gamification. Here's a handy simplified list to quickly learn from!
Grace Windsheimer teaches Computer Applications Online at Columbia Gorge Community College in Oregon. Grace recently designed two new introductory computer applications courses in 3D GameLab, a que...
Ana Cristina Pratas's insight:
In this article, we discuss four social gamification techniques that can have a direct, positive impact in your organization.
Ana Cristina Pratas's insight:
From
www
Create your own Interactive Fiction with this free, easy to use application for Windows.
Ana Cristina Pratas's insight:
Interactive Fiction (formerly referred to as Text Adventures) are a cross between reading a book and playing a game, where you control the main character. Rather than reading the story from start to finish, you interact with everything by typing commands at a prompt, discovering things as you go along. Well written games give you, the player, the impression that anything you type is understood by giving a sensible and meaningful response. Indeed, part of the fun of playing interactive fiction games is discovering responses to things you didn't expect to have been catered for. Most interactive fiction follows the same basic rules - these include walking from location to location using compass directions (north, east, south-west etc). You can normally pick objects up, drop them, put them on things, talk to characters, push things and much more. This handy sheet for beginners explains many common commands used in games.
Frank Isaksson's curator insight,
May 6, 2013 4:54 AM
Minns du "Walk West" "Open Chest" "Pick up key" "Kill Troll with key"?
Då kanske du vill bygga ditt eget?! Gör det!
For all the press that Glass is getting, you might get the impression that just Google is exploring the space. Unsurprisingly, that's not actually the case.
What was once a futuristic technology is now giving students an immersive way to learn from the world around them.
Ana Cristina Pratas's insight:
Among the many technologies poised to reshape the way we communicate and interact with the world around us, few evoke the same sense of excitement and curiosity as augmented reality. Best known as the technology behind the visual overlays on televised sports games and Google's much-hyped Project Glass, AR seems intriguing and futuristic, if a bit lacking in practical uses for the average consumer. The same holds true in education, where, until recently, its impact on the curriculum of even the most tech-savvy districts has been limited to somewhat primitive efforts like QR codes. But AR's promise is enormous. In the 2012 K-12 edition of the Horizon Report, which examines a wealth of data to predict which ed tech trends will develop into mainstream successes, the New Media Consortium (NMC) named augmented reality an emerging technology with "significant potential" to transform K-12 education. The report anticipated widespread adoption in four to five years. Yet, for many K-12 educators who are just now exploring how web 2.0 and mobile technologies fit into their classroom, AR isn't a priority, primarily because its application to education still seems theoretical to most teachers.
Everyone is saying that gamification in e-learning is going to be a blockbuster. That is really works. I'm hear to tell you that it really only works if the learner actually learns, retains and syn...
The uncanny valley is a paradoxically attractive mythos to technologists. |
Ana Cristina Pratas's insight:
SLACTIONS 2013
Research conference on virtual worlds - Learning with simulations: 21-23 November, 2013
Robots may decide that the easiest way to please humanity is to wipe it out.
Ana Cristina Pratas's insight:
As boomers reach retirement age, two other generations will make up the majority of the American workforce: Generation X and Generation Y, also known as millennials. It’s important to consider millennials’ role. They have essentially grown up digital, and that has changed how they engage with others in their day-to-day work lives. They come to work expecting the same engagement they find in the digital world. According to technology research company Gartner, by 2014, 70 percent of global organizations will have at least one gamified application; by 2015, 50 percent of organizations that manage innovation processes will gamify them. Many of the world’s largest brands are deploying gamification, including Coca-Cola, AOL, Nissan, Nike and Viacom, and as more studies become available, the advantages to gaming in the workplace will become widespread.
From
fluency21
via YouTube—Jason Ohler ARt = Augmented Reality art. RL + AR = ARt Imagine looking at something on the art gallery wall through your iPad and down from the cloud comes additional artwork tha...
From
ifdb
IFDB is a game catalog and recommendation engine for Interactive Fiction, also known as Text Adventures. IFDB is a collaborative, wiki-style community project. Members can contribute game listings, reviews, recommendations, and more.
Ana Cristina Pratas's insight:
Interactive Fiction grew out of the early text adventures, which were some of the very first computer games ever created. IF is still thriving through a community of enthusiasts who are actively creating new works. Learn more about IF » TADS is the programmer's power tool for IF authoring. It offers a robust and modern language that'll be instantly familiar to anyone who knows Javascript or C++, and a full-featured suite of development tools from text editing to debugging. See a TADS overview » Games written with TADS can include graphics, animations, sound effects, fancy text formatting, and other multimedia features, using versatile and familiar HTML syntax that neatly integrates graphics with text
And so the line in our brains between the real and the virtual blurs just a little bit more.
Building skills to be a successful student is extremely important. Here are three reasons gamification helps to build important skills for all students.
Jacki Morie, a virtual world designer in telehealth care, thinks they can. Morie is a Senior Scientist and Project Director for the University of Southern California Institute for Creative Technologies (USC ICT).
Deborah Banker's curator insight,
May 2, 2013 10:36 AM
A very interesting insight into what is possible.
Oakley, the eyewear company, makes a $600 ski goggle that comes with a warning in the package: Do not operate product while skiing.It is an admonition that should be taken with a grain of salt, said Chris Petrillo, a product manager at the company. |
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