09 FEB 2018 by ideonexus

 Bias in Praise VS Punishment and Reversion to the Mean

I had the most satisfying Eureka experience of my career while attempting to teach flight instructors that praise is more effective than punishment for promoting skill-learning. When I had finished my enthusiastic speech, one of the most seasoned instructors in the audience raised his hand and made his own short speech, which began by conceding that positive reinforcement might be good for the birds, but went on to deny that it was optimal for flight cadets. He said, “On many occasions I ha...
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User Cortesoft has a good analogy for this:

"Flip 100 coins. Take the ones that 'failed' (landed tails) and scold them. Flip them again. Half improved! Praise the ones that got heads the first time. Flip them again. Half got worse :(

"Clearly, scolding is more effective than praising."


See also Regression Fallacy

10 MAR 2017 by ideonexus

 Games Use Constant Feedback

Moreover, games use systems of points, scores, leaderboards, achievement walls, and other clever mechanisms to reinforce how well you are playing (or not playing). Feedback should force us to face reality and redirect our efforts where they are needed. Regular, systemic feedback is a rarity in the traditional school; it is, however, de rigueur in even the most poorly designed game. It is this regular, rapid feedback that not only stimulates persistence and self-direction but also gets people ...
Folksonomies: education gamification
Folksonomies: education gamification
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16 NOV 2013 by ideonexus

 "Real Life" General Game Play

The first thing you'll notice about Real-life is that it about 9 months to start a new character, mainly because two other players have to "register" for a new player to enter the game, fortunately now-a-days "registering" is happening more and more frequently, unfortunately this means that the "sever" getting overcrowd. But back to starting a new character, after waiting 9 months, you enter the game (in a pretty graphic way) but after the tutorial begins, with learning about the breathing an...
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It takes nine months to spawn and everything is a mini-game.

26 JAN 2012 by ideonexus

 Games that Turn Humans into Rats in a Skinner Box

The box also taught us two fundamental lessons, one of which had ramifications that extended far beyond Skinner's experiments. Humans are hardwired to respond to primary reinforcers, just like any other animals. And while primary reinforcers have a diminishing effect once we're satiated, secondary reinforcers, like money or social status, exist outside our biological needs, and these never hit a satiation point. In other words, we are hardwired to seek approval from our peers, and we can neve...
Folksonomies: life conditioning time gaming
Folksonomies: life conditioning time gaming
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Games like Farmville and Angry Birds tap into the reward mechanisms in our brains, administering doses of dopamine to us for repetitive tasks.