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  • What are the features of the message that make a difference? What are the characteristics of the medium and how does that influence message reception? Why do people use that medium?
  • Media is used in response to needs. People learn which medium to use to satisfy certain needs
  • sigmoidal activation function

Transcript

  • 1.  
  • 2.  
  • 3.  
  • 4.  
  • 5. Uses and Gratifications
  • 6.
    • The activity is intrinsically rewarding
    • Intense and focused concentration
    • Merging of action and awareness
    • Loss of reflective self-consciousness
    • A sense of control
    • Distortion of temporal experience
  • 7.  
  • 8.
    • Kinesthetic skills
      • Exergames
    • Cognitive skills
      • Cognitive skills as a basis for higher learning
    • Strategic thinking (general)
      • Fran’s work on strategic thinking in games
      • Types of critical thinking, e.g., scientific
    • Cooperation
  • 9.  
  • 10.
    • Individual differences in cognitive skill will predict game score and liking.
      • 3D rotation – Pipedown r = .44
      • Verbal fluency – Flipwords r = .41
      • Targeting - Missile Command r = -.29
      • Memory – Concentration r = .25
    • Results remain after controlling for sex
  • 11.  
  • 12.
    • Weber argues that flow is a discrete state that arises due to binding of attentional networks and results in a ‘super-attentional’ state of enhanced processing
  • 13.
    • A couple key features of complex systems with multiple feedback loops
      • Distal causation
      • Unintended consequences
  • 14.
    • Phase transition at the edge of chaos- where the interesting stuff is
    • Sensitivity to initial conditions
    • Deterministic unpredictability and leverage points
  • 15.
    • John Sherry
    • jsherry@msu.edu
  • 16.
    • Content emphasizing systems- elements & relationships
      • Cellular biology
      • Eco-systems
      • Human physiology/problem diagnosis
      • Urban planning
  • 17.
    • Kinesthetic skills
    • Cognitive skills
    • Strategic thinking (general)
    • Cooperation
  • 18.
    • Player presented with an overall goal
    • Player learns controls
    • Player investigates environment
    • Player adds skills relevant to game play
    • Player overcomes a series of related, escalating challenges
  • 19.
    • Manifest challenges
      • Obvious enemies or tasks that must be overcome to win
    • Intrinsic challenges
      • The unique allowances, limits, rules, and strategy of a particular game
      • Elements and relationships
    • Mastery of intrinsic challenges is necessary to overcoming manifest challenges and realizing game motivations
  • 20.  
  • 21.
    • Terminology and relationships become intrinsic challenges
    • Skill learning is layered on
      • Appropriate strategy or skill
    • Transfer is facilitated by teachers (Hays)
    • Use is limited to learning situations in which there is a clear advantage of gaming (Hays)