10 MAR 2017 by ideonexus

 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 ...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
30 MAY 2016 by ideonexus

 Use Cards to Call on Students

When I realized that I was unintentionally disengaging from some students, I developed a classroom management practice that ensures equal participation and on-the-fly formative assessments. I use a deck of playing cards, each of which is marked with a student's name, to determine who will answer the next question. The deck randomizes participation and shows my students that I am not subjectively skipping them or "picking on" someone. The deck is the arbiter and it contributes to an engaged cl...
Folksonomies: education participation
Folksonomies: education participation
  1  notes

Uses a discard pile to track who's been called on.

19 MAR 2015 by ideonexus

 The Hybronaut

I have developed a concept that attempts to emphasize, cross, and further blur the borders of technology and the human. My artistic research work experiments with a networked human, whose body and environment are characteristically techno-organic. This concept developed as the techno-organic figure, what I call “the Hybronaut.” The Hybronaut proposes an “action” state of a human, whose existence and identity are deeply intertwined with its networked hybrid environment. It is understoo...
Folksonomies: perspective transhumanism
Folksonomies: perspective transhumanism
  1  notes