Posts Tagged ‘ design ’

Games in the Classroom 7–game mechanics for creating learning

8/22/2007

One of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games [...]


Games in the Classroom 5: embodiment, context, complexity, good assessment, measurement, and relevance

8/18/2007

What was presented yesterday is how to embody and teach a lesson on Voice. Trying to teach voice sounds pretty boring, especially when you tell them excitedly in your teacher nerd-talk that “you’ll like it, it’s fun! We’ll look at poetry and other fiction and examine tone, emphasis, word choice, syntax, volume, and all the [...]


Games in the Classroom Part 4

8/17/2007

Games as Expert Systems It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is [...]


Alternative presents and futures research

8/15/2007

I am developing the following ideas with George Kubik and John Moravec. We welcome any feedback you might have. To date, divisions of past, present, and future have been a necessary condition for a paradigm of futures research. We assert that the futures research field must progress beyond traditional assumptions and categories of past, present [...]


Video Games in the Classroom (part two)

7/29/2007

To do is to be To be is to do So Do We? It is just good teaching Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn. Piaget talked about roles as assimilation. You try on the role and see what part of the character is [...]


Related posts

Games in the Classroom 7–game mechanics for creating learning

One of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games [...]


Games in the Classroom 6: cultural modeling and education beyond abstraction

Do kids just naturally get it? Are they just good at games, computers, phones, and all things digital? My experience and common sense says no, although I wish it were a general truth. Do kids need to learn about games in school? Yes, if we want to guide them in optimal usage, and maybe learn [...]


Games in the Classroom 5: embodiment, context, complexity, good assessment, measurement, and relevance

What was presented yesterday is how to embody and teach a lesson on Voice. Trying to teach voice sounds pretty boring, especially when you tell them excitedly in your teacher nerd-talk that “you’ll like it, it’s fun! We’ll look at poetry and other fiction and examine tone, emphasis, word choice, syntax, volume, and all the [...]


Games in the Classroom Part 4

Games as Expert Systems It seems like common sense to assume that the best way to learn something is to work one-on-one with an expert. Unfortunately, many of these experts are busy using their expertise in important projects at the Louvre, saving lives, winning Nobel prizes, and putting out fires—and sometimes a great expert is [...]


Games in the Classroom (part three)

Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply. What is happening now is taking place in real-time in virtual environments [...]


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