The rote tasks of any information-intensive job can be automated. It doesn’t matter if you are a doctor, lawyer, architect, reporter, or even programmer: The robot takeover will be epic.
Last week, some of you may have seen that I created a new page that tried to summarise the differences between gamification, serious games, real games and
Anyone who has read my blogs will know that I am a little against the constant arguments about what gamification is and what it isn’t, so this may seem a little hypocritical. Here I am defining it after all. Well, things change and whilst I still think that excluding ideas because they do not fit into your perfect definition of gamification is daft, I also believe that as gamfication matures, so should the language we use. You see the trouble is, it is confusing to people who are not involved. whilst we should all know the differences , civilians may not! So here goes.
As I work with teachers to implement game-based learning (GBL), they are always looking for any free tools that exist. While some are willing to pay for iPad game apps or using the Kinect, these tool
I had the pleasure to speak at GovCamp Singapore, on 18 November 2011, at the Rock Auditorium, at Suntec City Mall. The title of my talk was The Game of Collaboration: Why Collaboration Fails and H...
This paper introduces a methodology for the design of a collaborative Game Based Learning (GBL) model, used here in the context of a finance course in an onsite learning context. In this paper we discuss three releases of the Finance Assets Game (FAG), the teacher-led face-to-face model, the paper-based model, and the computer-based model.
One of my buddies and fellow SAP Mentor Ethan Jewett wrote a thought-provoking piece about a topic currently seeing a lot of hype (especially here on SCN): gamification. For a change - I mostly agree ...
I had my share of gaming (been slacking lately) and I spent more time playing on my Xbox the last couple of years than I would like to admit. My favorite game types are RPGs and sim-racing titles.
From my personal experience I can confirm that good storytelling and creative game-design is what keeps me engaged. One of my all-time favorites is Mass Effect: brilliant story and a great interaction design. What really makes the game special though is that it remembers the decisions you make throughout the game and there are multiple story lines, so no pre-determined path to trot down - but 'find your own'.
I think Ruth Clark’s provides a great service in presenting what the research says on elearning, starting with her highly recommended book eLearning and the Science of Instruction. So it’s hard to want to quibble, but she put out what I think is a somewhat irresponsible post on games with the provocative title “Why Games Don’t Teach“. So it’s only fair that I raise my objections, though the comments do a great job also of pointing out the problem.
Abstract As one of the emerging technologies, the Second Life virtual world provides learners of English as a Foreign Language with a unique opportunity of learning authentic language with native and non-native speakers of English in a virtual...
Robotalk is a new Japanese robot developed by the Okamura Corporation, which was designed as a friend with functions that you can control with your voice. You may think: yeah, yeah, what's new? I a...
Slowly but surely, we’re moving our individual brains into the cloud, enabling us to know more, experience more and remember more -- all the while believing that it is our individual brain that is responsible for amazing feats of cognitive ability. On a daily basis, we're tapping into the accumulated knowledge of thousands - if not millions - of others with a simple tap or swipe on our mobile devices. Think about it – every day, each of us carries around in our pockets more computing power and access to more information than was available to our nation's scientists at NASA during the peak years of the lunar space program. And, as the amount of information on the Internet continues to grow exponentially, so does our access to this information.
The aim of this paper therefore is to examine the potentialities of metaverses and 3D virtual worlds and to discuss how they may serve as learning tools. The article takes into account innovations that should be introduced to school education and considers the broad frameworks that have been developed to support the design and study of learning in immersive worlds.
We conclude that these environments help extend learning beyond the classroom. Educators, practitioners and researchers are offered a wide range of recommendations and provided with basic key points for developing effective practices and for ensuring the achievement of meaningful learning outcomes. The paper provides an overview of different educational best practices that use Metaverses and Virtual Worlds as learning tools.
We've already looked at MOOCs and tablet computing. Educational Games and gamification were identified as part of the 'second horizon', (or entering mainstream use in a two to three years).
Tena Clark & Tim Heintz have given us the incredibly powerful song, "Break the Chain," that we hear in this video. As women from around the world in Second L...
To get content containing either thought or leadership enter:
To get content containing both thought and leadership enter:
To get content containing the expression thought leadership enter:
You can enter several keywords and you can refine them whenever you want. Our suggestion engine uses more signals but entering a few keywords here will rapidly give you great content to curate.
THE CORPORATE CONSERVATION REVOLUTION http://sco.lt/75stWr
Very interesting insight about the future, good comments too.
Look for possibilities to work together. Share knowledge and experience.
#tech #kansrijk #Future