Zone of proximinal development (enough to be a challenge )
Serious Game Examples
Sparx recommended game for mental health
Quest2teach
Games to treat Tinnitis
Educational Game Models
- Be relevant, explorative, emotive and engaging
- Include complex challenges, puzzles or quests
- Be gender-inclusive and non-confrontational
- Provide appropriate role models
- Develop democracy and social capital through dialogue
- Support authentic learning activities
- Support the construction of tacit knowledge
- Problem Solving Skills
Kupu Hono Maori Game
Poke-A-Muscle
Ticks most of the game model
Games
Playful, Physical, Gameful
Games are :Just a set of problems that must be solved.
If learning is so rich and so deep we won't need a summative assessment.
Flow Theory
You get what you need when you want it.
Flow is widely accepted to be one of the fundamental reasons that people play games. It is the essence of games. For game designers, the question is not whether flow is important, but, rather, how long you can keep your players in flow.
Next LDC Assignment Tips
Focus of feedback
Early adopters would be .... use components of the lean plan for these...
through the lens of leadership models
Use words in the rubric for key phrases
This change initiative can be ...in the local context by
The .... has a broader context...
From Decade of social to decade of games.
4 Impt Game Dynamics (Video Ted)
Appointment dynamic
1.Must do something in a predefined place at a predefined time
eg Happy Hour - to win just turn up at the right place at the right time.
Farmville - have to return to water your crops...
Vitality - a site to help you take your medicine on time
2. Influence and Status
eg. The colour of the credit card
Modern Warfare level
School levels, valedictorian
3. Progression dynamic- moving through steps, progress bar
eg. LinkedIn
Levelling up - spending time to get awarded more and progress
eg coffee cards, loyalty cards
4. Communal Discovery
Everyone must work tog. to solve problems
eg. Digg,
Activity turning up to class after a break (Appt dynamic)
10 min break in a two hour class.
-Start an exciting starter
Hide a clue (write a message in chalk on concrete or window chalk)Students must find, memorize and and get back to class in 10mins.
Could be culumlative game with big prize eg win a basketball, tablet, phone at end of term. Points for ranking.
Fun Theory
Changing peoples behaviour thru fun.
eg musical stairs