Gamification Set Collection

I recently codeveloped a game with a colleague who teaches a course in global studies to advanced high school students. We called the game Global Shuffle, and it was meant to simulate two realities of the 21st century global marketplace. First, the developed world creates certain kinds of resources, and the developing world creates different resources. Though this is true, these resources relate to each other and have a reflexive quality; resources that are available or made in the developed world sometimes require resources from the developing world, and vice versa. Second, the global capitalist marketplace has a large number of desirable things in it—from an iPad designed in California to a fancy hotel in Thailand. All of these things take resources to buy. In our game, students gathered resources using the Set Collection mechanic and were then given the opportunity to buy things in a simulated marketplace.

Notes:

Folksonomies: education gamification

Taxonomies:
/business and industrial/business operations/human resources (0.731457)
/education/high school (0.270299)
/business and industrial (0.234060)

Keywords:
advanced high school (0.901053 (positive:0.573099)), century global marketplace (0.871459 (neutral:0.000000)), Gamification Set Collection (0.864351 (positive:0.573099)), global capitalist marketplace (0.840258 (positive:0.622888)), game Global Shuffle (0.831069 (neutral:0.000000)), developed world (0.764714 (neutral:0.000000)), simulated marketplace (0.496307 (neutral:0.000000)), reflexive quality (0.487513 (positive:0.494959)), certain kinds (0.466945 (neutral:0.000000)), global studies (0.463197 (positive:0.573099)), resources (0.460823 (positive:0.465887)), desirable things (0.437641 (positive:0.622888)), fancy hotel (0.423244 (positive:0.622888)), different resources (0.417209 (positive:0.436815)), large number (0.416499 (positive:0.622888))

Entities:
Set Collection:Company (0.831183 (neutral:0.000000)), Thailand:Country (0.585315 (positive:0.622888)), California:StateOrCounty (0.572577 (positive:0.622888))

Concepts:
21st century (0.951807): dbpedia | freebase | yago
Developing country (0.839699): dbpedia | freebase
Economic geography (0.767372): dbpedia | freebase
Capitalism (0.715501): dbpedia | freebase | opencyc
Canada (0.714140): geo | website | dbpedia | ciaFactbook | freebase | opencyc | yago
Simulated reality (0.695509): dbpedia | freebase | yago
Developed country (0.673731): dbpedia | freebase | opencyc | yago
Globalization (0.654443): dbpedia | freebase
The Sims (0.629633): website | dbpedia | freebase | yago
Human Development Index (0.627447): dbpedia | freebase
Cyprus (0.603125): website | dbpedia | ciaFactbook | freebase | yago
Education (0.588361): dbpedia | freebase | opencyc
Asia (0.587300): dbpedia | freebase | yago
High school (0.562622): dbpedia | freebase | opencyc
Engineering (0.550072): dbpedia | freebase
Israel (0.546700): geo | website | dbpedia | ciaFactbook | freebase | opencyc | yago
Emerging markets (0.512586): dbpedia | freebase | yago
World Bank (0.508712): website | dbpedia | freebase | yago | crunchbase
College (0.504662): dbpedia | freebase | opencyc
Game (0.497154): dbpedia | freebase | opencyc
Simulation (0.496305): dbpedia | freebase | opencyc
The Opportunity (0.494806): dbpedia | freebase | yago
Western world (0.494576): dbpedia | freebase | opencyc | yago
Country classifications (0.484299): dbpedia
France (0.469540): geo | website | dbpedia | ciaFactbook | freebase | opencyc | yago

 Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Books, Brochures, and Chapters>Book:  Cassie, Jonathan (2016), Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students, ASCD, Retrieved on 2017-03-10
Folksonomies: education gamification