19 DEC 2020 by ideonexus

 Attention, Flow, and Concentration

Chess thinking provides a rich metacognitive context that leads me to believe that we should tease apart three notions that are related but often conflated – attention, flow and concentration. Attention is fundamentally grounded in perception (how we attend), flow is fundamentally grounded in experience (how we feel), and concentration is grounded in praxis (how we purposively coalesce). We ask too much of attention and not enough of concentration. The recent cultural emphasis on attention r...
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07 NOV 2019 by ideonexus

 Children Learn What They Live

If children live with criticism, they learn to condemn. If children live with hostility, they learn to fight. If children live with fear, they learn to be apprehensive. If children live with pity, they learn to feel sorry for themselves. If children live with ridicule, they learn to feel shy. If children live with jealousy, they learn to feel envy. If children live with shame, they learn to feel guilty. If children live with encouragement, they learn confidence. If children live with toleranc...
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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 enjoyable be...
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10 MAR 2017 by ideonexus

 The Case for the Gamified Classroom

Gamified instruction empowers students to own their learning. Students who learn in a gamified classroom have a better capacity for persistence. Gamified instruction helps students develop a capacity for selfdirection. Gamified classrooms impart critical social skills. Gamification of learning enables students to build and sustain learning communities. Gamified instruction is inherently democratic and meritocratic and hence encourages risk taking. Gamified instruction helps students maintain ...
Folksonomies: education gamification
Folksonomies: education gamification
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09 JAN 2017 by ideonexus

 The Machine Euthanizes the Atheletic

"Well, the Book"s wrong, for I have been out on my feet." For Kuno was possessed of a certain physical strength. By these days it was a demerit to be muscular. Each infant was examined at birth, and all who promised undue strength were destroyed. Humanitarians may protest, but it would have been no true kindness to let an athlete live; he would never have been happy in that state of life to which the Machine had called him; he would have yearned for trees to climb, rivers to bathe in, meado...
Folksonomies: distopia
Folksonomies: distopia
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