04 NOV 2018 by ideonexus

 Developing Child's Understanding of Games

During the first stage, beginning around age 5, the child does not yet understand there are fixed rules to the game. Children of this age will play Marbles in an improvisational way, possessing a vague notion of rules but not yet understanding the idea of fixed rules. In the second stage, around ages 8 to 10, the child comes to know that there are rules, and will regard these rules with a near religious reverence. The rules are felt to have their own implicit authority, which cannot be quest...
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10 MAR 2017 by ideonexus

 Gamification Stock Holding Mechanic

Mrs. Lazarus has some experience with games such as this and decides to construct a blank environment (a planet without biomes) with a 10 × 10 grid, thereby creating a board with 100 squares. Before play, each student is given three different animals or plants (one with a broad tolerance for several different habitats, one that is a bit more particular, and one that is very fussy indeed). The players then use their numbered tiles and shares to shape and manipulate this blank environment to t...
Folksonomies: education gamification
Folksonomies: education gamification
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10 MAR 2017 by ideonexus

 Gamification Simultaneous Action Selection Mechanic

Dr. Mays uses the Simultaneous Action Selection mechanic to structure his lesson. He creates two decks of cards—one with names of different cellular components (e.g., ribosomes, endoplasmic reticulum) and another with a wide assortment of cellular functions and processes. He seats students in groups of five or six and explains the rules. During each turn, one student is going to pick a card from the component deck and read it out loud. Then the other students select a card from their hand (...
Folksonomies: education gamification
Folksonomies: education gamification
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15 MAY 2015 by ideonexus

 Know Your Players

ACTING Players who enjoy acting like getting into character and speaking in their characters' voices. Roleplayers at heart, they enjoy social interactions with NPCs, monsters, and their fellow party members. Engage players who like acting by ... giving them opportunities to develop their characters' personalities and backgrounds. allowing them to interact regularly with NPCs. adding roleplaying elements to combat encounters. incorporating elements from their characters' backgrounds into yo...
Folksonomies: roleplaying
Folksonomies: roleplaying
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26 FEB 2015 by ideonexus

 Role-Playing Game Manifesto

These rules are written on paper, not etched in stone tablets. Rules are suggested guidelines, not required edicts. If the rules don't say you can't do something, you can. There are no official answers, only official opinions. When dice conflict with the story, the story always wins. Min/Maxing and Munchkinism aren't problems with the game; they're problems with the player. The game master has full discretionary power over the game. The game master always works with, not against, the p...
Folksonomies: rpg role-playing game
Folksonomies: rpg role-playing game
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25 FEB 2015 by ideonexus

 Vampire RPG Focus on Storytelling

Storytelling is the focus of this book. It is also thewhole point of the Vampire game. But what exactly is Storytelling?There are two trite answers to this question: Storytelling is what Storytellersdo, and Read this book and find out.. Both are true, but neitheris particularly helpful. Storytelling is what Storytellers do. In Vampire,the Storyteller creates and presents Stories in which the players participatethrough the control of their characters. The result is an interactive typeof story...
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25 FEB 2015 by ideonexus

 Judge (DM) as Multiple Roles

So, what is a Judge? A Judge is the stage-setter, the tale-teller, the mediator, and the narrator. The Judge fills in the background, describes what the player characters see, and operates the non-player characters, ranging from ultimate menaces to the universe to small-time crooks to innocent bystanders to other heroes and forces of the law. The Judge decides if a character's action is successful or if a villain escapes. The Judge provides the challenges for the heroes and the information th...
Folksonomies: rpg role-playing game
Folksonomies: rpg role-playing game
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21 JUN 2014 by ideonexus

 Characteristics of a Game

When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation. The goal is the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game. The goal provides players with a sense of purpose. The rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways...
Folksonomies: gamification
Folksonomies: gamification
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12 JUN 2011 by ideonexus

 The Night Listening Game

The sound of the insect orchestra swells and throbs night after night, from midsummer until autumn ends and the frosty nights make the tiny players stiff and numb, and finally the last note is stilled in the long cold. An hour of hunting out the small musicians by flashlight is an adventure any child would love. It gives him a sense of the night's myster and beauty, and of how alive it is with watchful eyes and little, waiting forms. The game is to listen, not so much to the full orchestra, ...
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Where a child is taught to distinguish the individual sounds of the insects from the swarm and seek them out to identify by flashlight.