Digital Delights - Avatars, Virtual Worlds, Gamification
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Digital Delights - Avatars, Virtual Worlds, Gamification
Avatars,  Virtual Worlds, AR, VR, AI, Gamification, Robots,
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Scooped by Ana Cristina Pratas
March 31, 2013 2:40 AM
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Game Playing in the Classroom: The Value of Games in my Class

Game Playing in the Classroom: The Value of Games in my Class | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The following guest post was written by Rebekah Stathakis, author of A Good Start:147 Warm-Up Activities for Spanish Class. This is the first in a thr...
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Scooped by Ana Cristina Pratas
March 29, 2013 2:40 PM
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Gamestar Mechanic: Gamification Made Easy

Gamestar Mechanic: Gamification Made Easy | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Children in the 21st century experience media in ways that are vastly different from any previous generation. Social networking, user-created content and video games provide a level of interactivity
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March 27, 2013 7:51 AM
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6 Basic Benefits Of Game-Based Learning

6 Basic Benefits Of Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
6 Basic Benefits Of Game-Based Learning
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March 24, 2013 8:59 AM
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The Gamification of Education Infographic

The Gamification of Education Infographic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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March 24, 2013 12:21 AM
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Anna's reflections and archive: Part 5 - Gamification Design

Anna's reflections and archive: Part 5 - Gamification Design | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:

A gamified system also moves forward through so-called progression loops. Basically, these are the steps that a player needs to take to get from start to finish. But because the whole journey may seem too overwhelming and even scary to the player, the journey has to be broken down into smaller parts: challenges, completing which the player will eventually get to the finish line. So, this is one kind of progression loop where the player moves from start to finish through intermediate steps which are designed in a way that the player has a sense of relative ease of individual steps; the player has a sense that each task is doable and achievable. The player can see the next step and the ultimate goal seems more within reach which can also motivate.

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March 19, 2013 11:01 AM
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Meet Zoe, the virtual assistant of the future

Meet Zoe, the virtual assistant of the future | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Virtual assistants could become a familiar sight in offices and on home gadgets after researchers at Cambridge University unveil the first interactive digital face capable of displaying a range of emotions.
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March 15, 2013 4:50 AM
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Fun is the Future: Mastering Gamification

Google Tech Talk October 26, 2010 Presented by Gabe Zichermann. ABSTRACT Gamification is fundamentally rewriting the rules of engagement for product design a...
EdTechReview (@etr_in)'s curator insight, March 26, 2013 3:46 AM

Fun is the future :) And we can say future is fun :)

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March 14, 2013 11:48 AM
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Future Sex: How Tales of Damsels in Distress Came to Dominate Video Games

Future Sex: How Tales of Damsels in Distress Came to Dominate Video Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
We all know that tropes of women exist in video games. What we need to think about is why.
Ana Cristina Pratas's insight:

I'm sure we all remember the particular brand of internet rancor Anita Sarkeesian's video series about women and video games and, in particular, its Kickstarter provoked. But even amateur games where players could beat her senseless didn't deter her, and Sarkeesian launched the first episode of her controversial series, "Tropes vs. Women in Video Games," was released last week. The particular trope investigated in this first episode, "The Damsel in Distress," as portrayed in most of Nintendo designer Shigeru Miyamoto's franchises, including Super Mario and Zelda.


It's also one of the laziest devices to propel any sort of narrative, and its overuse in videogames can be attributed, in part, to the fact that the final objective of a game doesn't always matter all that much. The point of a game is often to play the game; you want to survive and win, but the actual gameplay can be divorced from what you "win." Putting a girl in a castle beyond the final level is an easy thing to do. We understand what the "damsel in distress" trope entails, and Sarkeesian's video definitively showcases its prevalence. But why it exists is more important. 




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March 13, 2013 1:39 AM
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A 3-D Pen That Lets You Draw Objects in the Air

A 3-D Pen That Lets You Draw Objects in the Air | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
  via CNN We're all doodlers by nature. Give most people a pen, paper and some down time, and they'll fill the margins with the fruits of their imagination. But imagine if you could wave a pen...
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March 12, 2013 1:41 PM
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Gamasutra: Jeannie Novak's Blog - Playing to Learn: Tales from the Trenches

Gamasutra: Jeannie Novak's Blog - Playing to Learn: Tales from the Trenches | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:

In 2003, while speaking at the University of Southern California’s Teaching, Learning & Technology conference, I noticed more than a few visibly uncomfortable educators in the audience. I had recently completed my Master’s thesis on using massively multiplayer online games (MMOs) as online distance learning applications—and I was providing a summary of my findings. The notion of any game posing as a learning management system (LMS) was difficult enough for most to parse—especially at the time—but those who weren’t well versed in the workings of MMOs were even more bewildered. The idea involved simple economics: using one solution to address the following two problems: 

1)   Online distance learning tools were cumbersome at best—and clunky at worst. Although billed as “interactive,” these LMS platforms weren’t living up to the promise of providing immersive, experiential learning to students who had foregone the face-to-face interaction associated with onground classroom instruction.

2)   MMOs attracted players who were willing to sacrifice much of their personal lives to ensure their availability 24/7 to complete quests, manage character stats, and confront “griefers.” This also posed an obvious problem: How many MMOs could possibly compete in the marketplace after just one (e.g., World of Warcraft) attracted the majority of players?

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March 11, 2013 12:18 PM
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The Gamification of Education? | MIT Technology Review

The Gamification of Education? | MIT Technology Review | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Tablets have a place in the classroom, but are far from a panacea.
Ana Cristina Pratas's insight:

And yet I have two concerns with the burgeoning role of tablets in the classroom. The first is that while new technology in the classroom is welcome, a top priority should be making sure that underserved populations are able to take advantage of already-existing technology. A recent Pew Research Center poll revealed that in poorer districts, there is often a serious lack of access to technology. “Teachers whose students are from the lowest income households feel they are at a disadvantage when it comes to using the internet and other digital tools such as cell phones, tablet computers and e-readers to enhance the learning process,” Pew’s Kristen Purcell said, per PC Mag. It’s important that the introduction of new technologies not serve to simply grow the digital divide.

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March 9, 2013 7:36 AM
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SEO Specialist James Reynolds Lauds Innovative Augmented Reality Glasses in Tips Video and Talks About Backlinks and its Contributions to Web Traffic

SEO Specialist James Reynolds Lauds Innovative Augmented Reality Glasses in Tips Video and Talks About Backlinks and its Contributions to Web Traffic | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
James Reynolds heralds Google’s new technical concept in Google Glasses and speaks about on its ground-breaking technology, its relevance to website traffic and its other capabilities like voice activation and video conferencing.
Ana Cristina Pratas's insight:

The functions of the advanced eyewear, which is targeted for public release sometime in 2013, could be activated by the wearer by uttering the command, “OK Glass”. “You can just say, ‘OK Glass give me directions to Dubai Internet City’, and in the inside of the glass, the directions will be displayed for you,” Reynolds explained.


At the core of this product’s development lies the objective of Google to move forward from being a search information engine to a whole knowledge engine that revolves around the individual. “It really is a cutting edge piece of technology,” Reynolds affirmed, “that integrates with your daily life.”

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March 6, 2013 12:04 AM
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Top 10 Online Communities for Educators of Game-Based Learning

Top 10 Online Communities for Educators of Game-Based Learning | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Education Secretary Arne Duncan declared August Connected Educator Month. For those educators who are interested in using game-based learning might like to join a community and connect with others ...
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March 31, 2013 2:37 AM
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Using 3D Virtual Worlds to Improve Outcomes and Engagement

Using 3D Virtual Worlds to Improve Outcomes and Engagement | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:

The Open Wonderland Foundation, launched in 2010, provides an open source platform for developers who are interested in building 3D virtual applications, particularly those designed to be used in educational settings. The platform is based on technology that was originally developed at Sun Microsystems to meet the specific needs of Sun employees. Jeanne Heston recently had an opportunity to catch up with Nicole Yankelovich, who led the platform’s development team since the very beginning, to learn more about the set of needs that inspired its development, applications in the education community, and her thoughts on how the technology will be leveraged for education purposes in the future.

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March 28, 2013 11:08 AM
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Games Grow Up: Colleges Recognize the Power of Gamification

Games Grow Up: Colleges Recognize the Power of Gamification | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Universities enliven education through the power of play.
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March 26, 2013 10:25 AM
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Dream Avatar < tektek.org

Dream Avatar < tektek.org | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
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March 24, 2013 1:18 AM
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The Sensitive Robot: How Haptic Technology is Closing the Mechanical Gap

The Sensitive Robot: How Haptic Technology is Closing the Mechanical Gap | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
One differentiator that's always separated humans from robots is our ability to touch and feel, but advances in haptic technology are rapidly closing the mechanical gap.
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March 19, 2013 12:33 PM
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Augmented reality: making it work for learning - Colin Rayment, Senior Principal Consultant, Systems Engineering & Assessment

Augmented reality: making it work for learning - Colin Rayment, Senior Principal Consultant, Systems Engineering & Assessment | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Annotag enables you to capture, tag, search and share within video, live or ondemand
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March 19, 2013 7:24 AM
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Reading, Writing and Video Games

Reading, Writing and Video Games | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
The concepts of work and play have become farcically reversed: schoolwork is meant to be superfun and play, like homework, is meant to teach.
Sam Bristow's comment, March 22, 2013 6:02 AM
Another very good read, regarding learning and video games - “digital games with a strong simulation component may be effective learning environments.”
Sean Riley's curator insight, March 22, 2013 7:17 AM

Reading, Writing and video games all very closely linked to improve learning capabilities. 

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March 14, 2013 12:02 PM
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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.”
Ana Cristina Pratas's insight:

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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March 14, 2013 2:05 AM
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Game-Based E-Learning Produces Results

Game-Based E-Learning Produces Results | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Ana Cristina Pratas's insight:
Organizations utilize game-based e-learning to increase the performance impact of business skills training.
giovanni nulli's curator insight, March 14, 2013 8:17 AM

Gbl produce results to develope skills inside a process, and the examples are all from companies and industries.

Maybe schools have even other objectives, as citizenship (what does it means to be democratic?), or the skills to understand how to create, rebuilt critically a process, or even think and built the future. What about pure math and philosophy? I'm afraid of a too pratical centered teaching.

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March 13, 2013 1:35 AM
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How to Engage Girls with Gaming

How to Engage Girls with Gaming | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Interactive educational games that are collaborative and focus on ‘social good’ can boost girls’ participation, experts say via eSchool News Girls prefer to engage in simulations that put them in r...
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Scooped by Ana Cristina Pratas
March 11, 2013 9:26 PM
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Four Videos on #Games for Learning, Education & Changing the World

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March 9, 2013 7:38 AM
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How Gamification Can Impact Employee Engagement [Infographic]

How Gamification Can Impact Employee Engagement [Infographic] | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
This month we explore the connection between employee engagement and gamification. It's a partnership that many companies have been wrestling with for a few years now.
Cheryl Hall's curator insight, April 12, 2013 1:04 PM

I love gamification. Its like bacon or chocolate; it goes with everything.

Pi Wen Looi, PhD.'s comment, August 26, 2013 4:23 PM
Cheryl, I agree!
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March 7, 2013 10:20 AM
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Development of virtual storytelling, audience immersion in news content controversial

Development of virtual storytelling, audience immersion in news content controversial | Digital Delights - Avatars, Virtual Worlds, Gamification | Scoop.it
Part of a journalist’s role in society is to bring the audience into the story. Immersive journalism uses gaming platforms and virtual reality to take…
Ana Cristina Pratas's insight:

Media influencers and policy makers alike frequently cite violent video games as a catalyst for real-world violence, although de la Peña is quick to dismiss this correlation.


Many virtual reality games put the user into the role of the aggressor in society, but it might be better for our collective psychology to become compassionate observers instead. This immersion experience could help inspire more altruistic behavior in any reality.

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