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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21 MAR 2018 by ideonexus

 Wargaming Allows a Safe Space to Learn and Experiment

Such is the power of wargames: They create a virtual world players can experience, learn from, and integrate into their tactical and strategic decision making. Let's repeat what we said at the outset. If you had the opportunity to probe the future, make strategic choices, and view the consequences of those choices in a risk-free environment before making expensive and irrevocable decisions. wouldn't you take advantage of it?
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This is true of all games and why they are so low-stress as a learning environment. They give players an environment in which they can make mistakes without real-life repercussions.

08 JAN 2018 by ideonexus

 Negative Attention is Better Than No Attention at All

To give and receive attention is a fundamental human need. In the 13th century, King Frederick II of Sicily wanted to find out what language children would naturally grow up to speak if they were never spoken to. He took babies from their mothers at birth and placed them in the care of nurses who were strictly forbidden to either speak to or touch them. The babies, as it turned out, didn’t grow up to speak any language, as they all died of attention deprivation within a fortnight of the sta...
Folksonomies: parenting attention focus
Folksonomies: parenting attention focus
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06 JAN 2018 by ideonexus

 Review Your Social Media Timeline to Improve Your Sense o...

In an experiment at Cornell, stressed college students randomly assigned to scroll through their own Facebook profiles for five minutes experienced boosts in self-affirmation compared to students who looked at a stranger’s Facebook profile. The researchers believe self-affirmation comes from reminiscing on past meaningful interactions — seeing photos they had been tagged in and comments their friends had left — as well as reflecting on one’s own past posts, where a person chooses how ...
Folksonomies: social media self-worth
Folksonomies: social media self-worth
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21 NOV 2017 by ideonexus

 Anecdote of Shamans Responding to Star Trek

DI for documenting his journey to shamanism in the 1994 book Of Water and the Spirit: Ritual, Magic, and Initiation in the Life of African Shaman. He writes about the proverbial dive into the rabbit hole as he was studying with the elders of his community and balancing his newfound wisdom with his Western education. Some paints a picture of a different path to knowledge that contradicts the norms of Western conventions. According to him. the Dagara have no word for the supernatural. "For us, ...
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28 APR 2015 by ideonexus

 Standing Desks Improve Student Engagement

The research looked at the results of an experiment in which 282 participants in grades 2-4 were observed in the fall and spring during one school year. Student engagement was monitored by actions such as answering a question, raising a hand, or participating in discussion, while off-task behaviors included talking out of turn. Engagement of the "treatment" classrooms was compared with the engagement of "control" classrooms. The researchers noted that both groups showed "general increases in...
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22 JAN 2014 by ideonexus

 The Three Principal Means of Investigation

We have three principal means: observation of nature, reflection, and experiment. Observation gathers the facts, reflection combines them, experiment verifies the result of the combination. It is essential that the observation of nature be assiduous, that reflection be profound, and that experimentation be exact. Rarely does one see these abilities in combination. And so, creative geniuses are not common.
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Each is a virtue, and strength in all three is rare.

13 AUG 2013 by ideonexus

 The World Needs Heretics

As a scientist I do not have much faith in predictions. Science is organized unpredictability. The best scientists like to arrange things in an experiment to be as unpredictable as possible, and then they do the experiment to see what will happen. You might say that if something is predictable then it is not science. When I make predictions, I am not speaking as a scientist. I am speaking as a story-teller, and my predictions are science-fiction rather than science. The predictions of science...
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Scientists who challenge the dominant paradigms.

25 JUL 2013 by ideonexus

 Nature is Intrinsically Probabilistic

Here are the circumstances: source, strong light source; tell me, behind which hole will I see the electron? You say, 'Well, the reason you can't tell through which hole you're going to see the electron is, it's determined by some very complicated things back here: if I knew enough about that electron - it has internal wheels, internal gears, and so forth - and that this is what determines through which hole it goes. It's 50/50 probability because, like a die, it's set sort of at random - and...
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The light as a particle/wave duality make it impossible to predict where an electron will emerge in an experiment.

18 JUN 2013 by ideonexus

 Developing Puzzle Games Requires Experimentations

...you need fewer art assets to build a simple puzzle game. This is very good news for small developers, and for those just starting out in gaming. One or two people can build a world-class puzzle game. It would be next to impossible for one or two people to build a world-class third-person action game from scratch (and be finished by the end of the millennium). Puzzle games generally require puzzle pieces, such as blocks, widgets, shapes, or gizmos of some kind. Once you have built these obj...
Folksonomies: game development
Folksonomies: game development
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The entry-bar for building a puzzle game is low because they don't require many complex graphics, but the rhythm and heartbeat of the game require playing with variables and tweaking ideas.