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
linkedin
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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