04 NOV 2018 by ideonexus

 Types of Information in Games

In The Interactive Book, designer and scholar Celia Pearce presents a different typology for understanding the ways games manifest information. She proposes four scenarios: · Information known to all players: In Chess, this would consist of the rules of the game, board layout, and piece movement parameters. · Information known to only one player: In Gin, this would be the cards in your hand. · Information known to the game only: In Gin, this would be unused cards in deck. In Space Invad...
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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
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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
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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
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Uses a discard pile to track who's been called on.

05 FEB 2016 by ideonexus

 The Problem with How We Teach Math

Why do some children find Math hard to learn?  I suspect that this is often caused by starting with the practice and drill of a bunch of skills called Arithmetic—and instead of promoting inventiveness, we focus on preventing mistakes.  I suspect that this negative emphasis leads many children not only to dislike Arithmetic, but also later to become averse to everything else that smells of technology. It might even lead to a long-term distaste for the use of symbolic representations. ...
Folksonomies: education mathematics
Folksonomies: education mathematics
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16 JUL 2013 by ideonexus

 Directionality in Zero-G

Phrases like “things are looking up” and “look at the upside” once meant something like “consider the good in the situation,” but they went through an ironic shift in the solar system’s early spacecolonial culture, mutating in the microgravity of early tin-can stations to mean a variety of practically sarcastic sentiments, typically something like “be careful” or “let’s be realistic.” The joke (that is, that there is no “upside”) wore off in a hurry, but use it wit...
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Many of the phrases we use on Earth make no sense in space.

01 JAN 2010 by ideonexus

 Happenings: Impermanent, Impromptu Art

In this context of achievement-and-death, artists who make Happenings are living out the purest melodrama. Their activity embodies the myth of nonsuccess, for Happenings cannot be sold and taken home; they can only be supported. And because of their intimate and fleeting nature, only a few people can experience them. They remain isolated and proud. The creators of such events are adventurers too, because much of what they do is unforseen. They stack the deck that way.
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Art as an adventure, where success kills the artist.