20 NOV 2018 by ideonexus

 Mental States in Gamer Mastery

Learning State While in the learning state of mind your objective should be to concentrate on learning and experimentation. You should play to win, and take matches seriously, but not be afraid to try different strategies for the purpose of learning. In this state you aim to maximize your learning, not your win-percentage. Feel free to think about your moves, what would have happened if you took another route, what you are going to try in the next matchup and so on. It is only beneficial to...
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27 JUL 2018 by ideonexus

 Shannon's Learning Mouse Theseus

Theseus was propelled by a pair of magnets, one embedded in its hollow core, and one moving freely beneath the maze. The mouse would begin its course, bump into a wall, sense that it had hit an obstacle with its “whiskers,” activate the right relay to attempt a new path, and then repeat the process until it hit its goal, a metallic piece of cheese. The relays stored the directions of the right path in “memory”: once the mouse had successfully navigated the maze by trial and error, it ...
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27 JUL 2018 by ideonexus

 The Communal Nature of Tabletop Gaming Complicates Unders...

De Koven’s concept of play is predicated on the idea that play, as a purposeless act, is the means through which we can build community and move closer to living better lives. He ultimately moves away from the idea of playing games and towards a purer idea of play beyond games, play as mastery over nothing in particular (De Koven 2013). For De Koven, games are at best a means to an end, a way to encourage an initial sense of playfulness; at worst, they are a controlling aspect over play, so...
Folksonomies: education play gaming
Folksonomies: education play gaming
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27 JUL 2018 by ideonexus

 The Progressive Effects of Education

Homo sapiens, “knowing man,” is the species that uses information to resist the rot of entropy and the burdens of evolution. Humans everywhere acquire knowledge about their landscape, its flora and fauna, the tools and weapons that can subdue them, and the networks and norms that entangle them with kin, allies, and enemies. They accumulate and share that knowledge with the use of language, gesture, and face-to-face tutelage. [...] The mind-altering effects of education extend to every s...
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16 APR 2018 by ideonexus

 Teens Need a Psychological Moratorium

She remembered psychologist Erik Erickson's exhortation about teenagers: they need a "psychosocial moratorium," he wrote, an environment and a stretch of time in which they can explore different aspects of their personality and try on a series of identities without fear of consequence. In a way, that was what school was supposed to offer, but it didn't always do so with much success. She realized that this was exactly what virtual worlds offered all the time, to anyone with a computer and an ...
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A time when they can find their identity.

16 APR 2018 by ideonexus

 There is No "Pokemon Gap"

While educators debated whether children learn to read best through drill-and-practice phonics or "whole language" instruction, Nintendo was, quite informally, teaching a generation of children how to read. Pokemon also taught children how to analyze and classify more than 700 different types of creatures through trading cards that were dense with specialized, technical, cross-referenced text. Gee would later call Pokemon "perhaps the best literacy curriculum ever conceived." He offered the o...
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16 APR 2018 by ideonexus

 Games Allow for Low-Cost Failure

What Prensky and Gee had realized early on was that game designers had lowered the cost of failure so players would take risks. They'd figured out that well-designed problem solving that gives players a second chance and a way to share their successes is almost irresistibly attractive. In just a few years, game designers had discovered the principles of deep and pleasurable learning that it had taken educators more than a century to apply in schools. Game studios had hit upon "profoundly good...
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16 APR 2018 by ideonexus

 Schools Can Blame Factors Other Than Teachers, Game Devel...

Most teachers work very hard, of course, and all of them want kids to succeed. But when kids don't learn what's been laid out for them, schools typically look for answers in the things that are going wrong in children's lives: poverty, trauma, bad parenting, poor nutrition, disability, sleep deprivation, lousy study skills. All of these are real problems that can have a tangible effect on kids' ability to learn, research shows. But if players fail at commercial video games, game designers can...
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10 FEB 2018 by ideonexus

 How Literacy Impacts Reading and Gaming

For Ellie, that charade contributed to her waning interest in computer games and simulations fi-om its highpoint in middle childhood. Reasonably versed in computer technologies and a fan of emerging online forums such as Tumblr, she agreed to talk about her play in virtual worlds not as an enthusiast, but as something of a philistine. She enjoyed Second Life—but only up to a point. "The imaginative part stopped for me when I stopped designing my avatar," she told me. Further opportunities...
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19 JAN 2018 by ideonexus

 Wonder and Awe as a Habit of Mind

When students approach me with amazement in their new knowledge, I can hear the awe in their voices for all there is to learn about the world and I ask myself, “How can we inspire such excitement every day? How can we identify the best vehicles to facilitate student learning by fostering wonder and awe in our classrooms? Some of the true experts in fostering a habit of responding with wonderment and awe are early childhood and primary grade teachers. Teachers of our youngest learners fill ...
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