04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
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02 NOV 2018 by ideonexus

 Input and Output Randomness

The fundamental difference between randomness that support strategy and randomness that under cuts strategy, input randomness allows the player to build the strategy output randomness undercuts it and limits your ability to plan ahead. For example let's look at Pandemic this is a great example of input randomness flicking the cards is certainly random, create a situation that the players need to react to that reaction is completely deterministic. If for example you have to roll dies if you re...
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Input randomness is a random initial state for a game, while output randomness is rolling dice or drawing cards during the game. The second removes strategy from the game.

27 JUL 2018 by ideonexus

 Rules are the Persistent Identity of a Game Across Cultur...

There are at least two senses in which the RULES schemas offer a "formal" way of looking at games. First, the term formal is used in the sense of "form": rules constitute the inner form or organization of games. In other words, rules are the inner, essential structures that constitute the real-world objects known as games. For example, consider two games of Go that differ in a variety of ways. They might differ in terms of: Material: one version is played with stones on a wooden board; the o...
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10 MAR 2017 by ideonexus

 Gamification Hand Mechanic

Mr. Hedges realizes that this technique could neatly simulate the complexity of the Iowa caucuses. He creates a deck of cards to represent Democratic and Republican candidates and all of the different kinds of factions and perspectives that might influence how voters behave in their individual caucus sites. He has one of his classes play a Democratic caucus and the other play a Republican one. The game he creates is played over three turns (coffee hour, early evening, evening). Players are as...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
10 MAR 2017 by ideonexus

 Gamification Card Drafting Mechanic

Mrs. Lee creates five decks of cards to structure her assessment—each deck has two cards more than the total number of students (to increase variability). The cards in Deck 1 have the name of a 20th century poet who was not the subject of an in-class discussion. The cards in Deck 2 each feature a poetic theme (e.g., love, death). The cards in Deck 3 stipulate a poetic technique (e.g., assonance, metaphor). The cards in Deck 4 feature a form of creative expression (e.g., write a song, write ...
Folksonomies: education gamification
Folksonomies: education gamification
  1  notes
 
30 MAY 2016 by ideonexus

 Use Cards to Call on Students

When I realized that I was unintentionally disengaging from some students, I developed a classroom management practice that ensures equal participation and on-the-fly formative assessments. I use a deck of playing cards, each of which is marked with a student's name, to determine who will answer the next question. The deck randomizes participation and shows my students that I am not subjectively skipping them or "picking on" someone. The deck is the arbiter and it contributes to an engaged cl...
Folksonomies: education participation
Folksonomies: education participation
  1  notes

Uses a discard pile to track who's been called on.

09 AUG 2014 by ideonexus

 Phoneme Exercises

Start simple, recommends Karen Tankersley in her ASCD book The Threads of Reading: Strategies for Literacy Development (2003): Introduce beginning sounds first. Add medial and final sounds after the child has mastered the beginning sounds. Select one-syllable words that isolate the initial letter. This method lets children clearly hear the individual sound being made. As you speak the word (e.g., pat), draw out the sound of the initial letter so students can clearly hear the sound as it i...
Folksonomies: education reading
Folksonomies: education reading
  1  notes
 
30 DEC 2013 by ideonexus

 Card Sorting Games for Young Children

Dimensional Change Card Sorting Task In the Dimensional Change Card Sorting Task (DCCS), children are initially asked to sort cards by a single dimension (such as color), and are subsequently required to alter their strategy to sort cards based on a second dimension (such as shape).[18] Typically, three-year-old children are able to sort cards based on a single dimension, but are unable to switch to sort the cards based on a second dimension. However, five-year-old children are able to sort ...
Folksonomies: games parenting
Folksonomies: games parenting
  1  notes

Games for very young children to test their cognitive flexibility

21 JUN 2012 by ideonexus

 Hell for Scientists

I had at one time a very bad fever of which I almost died. In my fever I had a long consistent delirium. I dreamt that I was in Hell, and that Hell is a place full of all those happenings that are improbable but not impossible. The effects of this are curious. Some of the damned, when they first arrive below, imagine that they will beguile the tedium of eternity by games of cards. But they find this impossible, because, whenever a pack is shuffled, it comes out in perfect order, beginning wit...
Folksonomies: science religion humor hell
Folksonomies: science religion humor hell
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Is a place where the improbable occurs everywhere.

01 JAN 2012 by ideonexus

 We Only Notice Certain Statistical Events

Sometimes we can literally count the number of ways you can reshuffle a series of bits - as with a pack of cards, for instance, where the 'bits' are the individual cards. Suppose the dealer shuffles the pack and deals them out to four players, so that they each have 13 cards. I pick up my hand and gasp in astonishment. I have a complete hand of 13 spades! All the spades. I am too startled to go on with the game, and I show my hand to the other three players, mowing they will be as amazed ...
  1  notes

Using the example of a remarkable card-dealing hand, Dawkins explains how every hand of cards is statistically improbable, but we only notice and awe at combinations that are significant to us in some way.