22 NOV 2017 by ideonexus

 Removing Prepositions in Defining Thought

Having turned my back on propositions, I thought, what am I going to do about this? The area where it really comes up is when you start looking at the contents of consciousness, which is my number one topic. I like to quote Maynard Keynes on this. He was once asked, “Do you think in words or pictures?” to which he responded, “I think in thoughts.” It was a wonderful answer, but also wonderfully uninformative. What the hell’s a thought then? How does it carry information? Is it like ...
  1  notes
 
10 MAR 2017 by ideonexus

 Flow Promotes Learning

Experiences that are well aligned with flow are those that we have no trouble committing to for a long time. We concentrate on them for hours at a time because we’re getting rewarded for that concentration. Even more important, perhaps, is that when we’re playing games, we want to enter that deep state of concentration. Well-crafted experiences offer a deep and effortless involvement that separates the experience of play from the experience of ordinary life. These experiences are enjoyabl...
  1  notes
 
02 SEP 2016 by ideonexus

 Use a Big Opening for Class

In your planning, consider what you most want students to know and then work backward to develop an opening that promotes sustained interest toward that goal. If possible, represent the unit in several different ways that appeal to different learning strengths and levels of achievable challenge so you can continually engage all students. Here are some fascinating facts you can use as “big openings” with your students to help them with number sense, specifi cally with understanding large ...
Folksonomies: education teaching math
Folksonomies: education teaching math
  1  notes
 
02 SEP 2016 by ideonexus

 Gamification: Ability-Based Challenge

In a study of what makes video games so captivating, the key element was found to be variable ability-based challenge for players. Th e most popular games took players through increasingly challenging levels as they became more and more skillful. As skill improved, the next challenge motivated new mastery to just the right extent such that the player could reach the next goal with practice and persistence. Th e most motivating video games are ones in which players make the correct move about ...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
26 MAY 2015 by ideonexus

 Internalize the Goal of Seeking Challenging Cognitive Env...

There is one way in which individuals can make their own luck. Internalize the goal of seeking challenging cognitive environments — seek intellectual challenges all the way from choosing the right leisure activities to wanting to marry someone who is intellectually stimulating. The best chance of enjoying enhanced cognitive skills is to fall in love with ideas, or intelligent conversation, or intelligent books, or some intellectual pursuit. If I do that, I create within my own mind a stimul...
  1  notes
 
25 FEB 2015 by ideonexus

 RPG as Cooperative Experience

A role-playing game is a cooperative experience between multiple participants. At its simplest, it can be described as an organized form of group make-believe, with a set of rules and procedures to keep things consistent and fair. The goal is not to win - there are no real "winners" in a role-playing game - but simply to have a good time.
Folksonomies: rpg role-playing game
Folksonomies: rpg role-playing game
  1  notes
 
21 JUN 2014 by ideonexus

 A good game teaches you how to play it

What you eventually discover as you continue to play is that Portal is a game about escaping from rooms that operate according to rules you are unaware of. You learn that each room is a puzzle, increasingly booby-trapped, and the game requires you to understand more and more complex physics in order to get out. If you don’t teach yourself the physics of each new room— that is, if you don’t learn the rules of the game—you’ll be stuck there forever, listening to the AI system repeat h...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
21 JUN 2014 by ideonexus

 Unnecessary Obstacles Make Games

As a golfer, you have a clear goal: to get a ball in a series of very small holes, with fewer tries than anyone else. If you weren’t playing a game, you’d achieve this goal the most efficient way possible: you’d walk right up to each hole and drop the ball in with your hand. What makes golf a game is that you willingly agree to stand really far away from each hole and swing at the ball with a club. Golf is engaging exactly because you, along with all the other players, have agreed to ma...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
21 JUN 2014 by ideonexus

 Characteristics of a Game

When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation. The goal is the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game. The goal provides players with a sense of purpose. The rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
18 APR 2014 by ideonexus

 Early Statement on the Scientific Method

The seeker after truth is not one who studies the writings of the ancients and, following his natural disposition, puts his trust in them, but rather the one who suspects his faith in them and questions what he gathers from them, the one who submits to argument and demonstration and not the sayings of human beings whose nature is fraught with all kinds of imperfection and deficiency. Thus the duty of the man who investigates the writings of scientists, if learning the truth is his goal, is to...
Folksonomies: science scientific method
Folksonomies: science scientific method
  1  notes

From Alhazen.