Wednesday, 12 October 2016
Game and game design in education
(players
griefer hack cheat heckle
achiever win challenge compare
socializer share comment help
explorer investigate create discover
Game Thinking
game inspired design
gamification
serious games
play (games/toys)
SERIOUS GAMES
Sparx
QUEST2TEACH
Games are designed to fail and then try again, etc so building up
Flow Theory and Games?
Flow is widely accepted to be one of the fundamental reasons that people play games. It is the essence of games. For game designers, the question is not whether flow is important, but, rather how long you can keep players in flow.
How long can they keep you in the state of flow??
Mobile learning Tools
Action Bound
FLOW CHART FIRST - SO YOU DON'T LOOSE FOCUS
GAMIFICATION IN LEADERSHIP - influencing behaviours
rewards cards
free loaf after so much
new world plants
changing behaviour through gaming
different to playing games - elements that are not the same as game but still getting you to come back
class dojo - online given points for being good -
game layer - under construction
appointment dymanics
influences, open graph, mind share and game dymanics (farmville)
time dynamics -
influence and status
black card -
report card - levels - dux, grades
Progression dymamic - level up
move bar across screen from left to right creates loyalty
communal discovery
work together
last decade social, this decade gaming
Game Mechanics
What game mechanics micght possibly be useful in leading your initiative
Consider Seth Priebatsch's 4 game cechanics
appointment dynamics
influence and status dynamic
progression dynamic
also consider the seven priniciples of game-based design to improve meaning ful collabboration ( communical discovery www.q21.org/
Wednesday, 5 October 2016
Design Thinking
Innovative,ll
The transformation of a business-as-usual culture into one focused on innovation and driven by design involves activities decisions and attitudes
Ideas, then refine them once consumer tried it.
Build a prototype then give back and see if it works backwards and forwards between to sets of people
need to understand as think and feel then can satisfy them.
Design thinking it Model
Empathise
Define
Ideate
Prototype
Test
Reflect
LEADERSHIP
DESIGN THINKING IN LEADERSHIP
We think we are done to quickly
the human rule - all design activity ultimately social in nature
The amibiguity rule - design thinkers much preserve etc in class notes
Design Thinking? IDEOs??
Assessment description - plan to emplement a change initiative with your main stakeholders over a period of no longer than 6 months.
Reflect on your leadership from your digital 2 activity and the insights into your leadership you
Lean
human centred, mindful of process bias towards action, radical collaberation, culture or prototyping, show dont tell.
these are your stakeholders -
Innovation Diffusion lifecycle
innovators Early Adopters Early Majority Late Majority Laggards
me target your See if it works
early adopt then I will try it
see your proof first
Only profile on first three sections above mainly the second as I am the innovator
whereas innovators are Cosmopolites, early adopters are localities, This adopter category, more than any other, has the highest degrees of opinion leadership in most systems. Potential adopters look to early adopters for advice and information about an innovation
early adopters dont care just want to try
early majority - want to know it will work first
early adopters like phrase and like to be leaders, then become the peer educators
Identify your main stakeholders. Analyse which ones are relevant for this change initiative.
How do you consciously identify your early adopters: Who do you need to lead (in different skatholder groups) so that others will follow? Mainly focus on the early adopters -
cotter and Michael Fullan as references
Innovative,ll
The transformation of a business-as-usual culture into one focused on innovation and driven by design involves activities decisions and attitudes
Ideas, then refine them once consumer tried it.
Build a prototype then give back and see if it works backwards and forwards between to sets of people
need to understand as think and feel then can satisfy them.
Design thinking it Model
Empathise
Define
Ideate
Prototype
Test
Reflect
LEADERSHIP
DESIGN THINKING IN LEADERSHIP
We think we are done to quickly
the human rule - all design activity ultimately social in nature
The amibiguity rule - design thinkers much preserve etc in class notes
Design Thinking? IDEOs??
Assessment description - plan to emplement a change initiative with your main stakeholders over a period of no longer than 6 months.
Reflect on your leadership from your digital 2 activity and the insights into your leadership you
Lean
human centred, mindful of process bias towards action, radical collaberation, culture or prototyping, show dont tell.
these are your stakeholders -
Innovation Diffusion lifecycle
innovators Early Adopters Early Majority Late Majority Laggards
me target your See if it works
early adopt then I will try it
see your proof first
Only profile on first three sections above mainly the second as I am the innovator
whereas innovators are Cosmopolites, early adopters are localities, This adopter category, more than any other, has the highest degrees of opinion leadership in most systems. Potential adopters look to early adopters for advice and information about an innovation
early adopters dont care just want to try
early majority - want to know it will work first
early adopters like phrase and like to be leaders, then become the peer educators
Identify your main stakeholders. Analyse which ones are relevant for this change initiative.
How do you consciously identify your early adopters: Who do you need to lead (in different skatholder groups) so that others will follow? Mainly focus on the early adopters -
cotter and Michael Fullan as references
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