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/
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