Monday, March 14, 2011

2013 EDU: VIDEO: GAMES: Gamification. ADHD-friendly


Watch on YouTube
The concept of embarking on a quest-a journey of self-discovery - is a vital part of education. In this innovative approach to experiential learning, participants delve into, interact with, and co-create stories using the immersive tools inherent in Second Life and the groundbreaking Story Quest model developed by TVWSP: "The Life and Times and Uncle D."
Gamification; new term invented to describe the application of game mechanics such as points, badges, and levels to non-game processes.
What makes  a game work?  Sarah "Intellagirl" Smith-Robbins identified three essential elements.
  • A goal 
  • Obstacles 
  • Collaboration or competition
Here is another puzzle:

Watch the video.  Not only will you find some interesting ideas, but you will also get to see an impressive, but uncommon, teaching method. I think this may be ADHD-friendly.  Not at all boring.
Actually, I was making fun of the way people, learners and instructors, treat games and learning projects as fundamentally different, even though they have so much in common. I have seen games in which you have some number of missions to accomplish and then you reach some goal.  How does that differ from a learning project?  Why are games so intrinsically motivating that people will not only play them voluntarily, but even pay to play them?
I don't know the full answer, but I suspect that part of the answer lies in that red text above.  That is an abstract characterization, however.  It doesn't tell you how to do it.  
And here is a suggestion from standard problem solving:
If you have trouble making learning into a games, can you make games into learning?

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