9. RICHARD BARTLE
What I would like to see - and it's a long, long way off -
is some local or national network with good graphics,
sound effects and a well designed set of worlds of varying
degrees of difficulty. In this true meritocracy, you will
forever be encountering new situations, new difficulties,
new solutions, and above all new people. Everyone starts
off on an equal footing in this artificial world.!
!
! ! ! ! ! ! -Voice From The Dungeon, December 1983
19. 21ST CENTURY CLASSROOM
!
!
Student-centric: Student-centric classroom environments put students’ interests first and are focused on each student’s needs, abilities
and learning styles.
!
Computing devices: Computers are readily available in modern classrooms, since they are essential tools for 21st century students and
replace the utilities of pen and paper.
!
Active learning: In modern classrooms, students are actively engaged in what they learn.
!
Adaptive learning: Any classroom will always have students of different types of learning abilities in it which often makes it difficult for
teachers to make sure that all of them understand the concepts.
!
Invitational environment: The classrooms should not be cramped or overcrowded. Modern classrooms should have the basic material
required for teaching such as, interactive whiteboards and LCD projectors.
!
Students understand and follow the rules and procedures: The learning environment is carefully planned and well-organized.
!
!
Mutual respect: As now the role of teachers is no longer to be the sage on the stage, students should not forget their value as they will
always receive guidance from them.
!
!
Students take responsibility of their learning: Self-directed students not only encourage each other, but also work with their teacher
to achieve academic and behavioral goals that they themselves have helped establish.
!
Performance-based assessments: Regular performance-based assessments are carried out by teachers through various methods which
are not restricted to tests.
!
!
Collaborative learning: Learning through collaboration is one of the most effective forms of learning.Teaching and learning in isolation
are very restrictive and hinder progress. Learning in groups enhances the scope of learning and develops critical thinking. Collaborative
learning activities include collaborative writing, group projects, joint problem solving, debates and more. Collaborative learning redefines
traditional student-teacher relationship in the classroom.
21. THE PERFECTVIDEO GAME
story experience cohesion
the perfect video game
makes me think about the
medium in different ways.
memorable universes immersion
22. THE PERFECTVIDEO GAME
The perfect game is defined in some part by its own merits,
but is just as fully defined by the circumstances of your lives
when you encounter it.
!
The perfect game is the game that speaks to us over and
over, and remains relevant and precious against the test of
time, and is a different game for each of us.
- IGN Editor, Jared Petty
23. THE NEW CLASSROOM
DEVELOPING A PLAYER BASED PEDAGOGY
Introducing badges, leaderboards and prizes into the classroom will not
motivate students who are immersed in an digital lifestyle.
Their expectations for a high level experience and ubiquitous access to
quality content demands a level of design that successful online games offer.
Learning platforms will not only need to consider the structure and
mechanics of the games but also thoroughly understand the motivations and
needs of the learners.
24. RICHARD BARTLE
What I would like to see - and it's a long, long way off -
is some local or national network with good graphics,
sound effects and a well designed set of worlds of varying
degrees of difficulty. In this true meritocracy, you will
forever be encountering new situations, new difficulties,
new solutions, and above all new people. Everyone starts
off on an equal footing in this artificial world.!
!
! ! ! ! ! ! -Voice From The Dungeon, December 1983
25. TECHTRENDS
TechTrends is a leading publication for professionals in the
educational communication and technology field.As such
its major purposes are: to provide a vehicle for the
exchange of information among professional practitioners
concerning the management of media and programs, the
application of educational technology principles and
techniques to instructional programs, corporate and
military training, and any other kinds of information that
can contribute to the advancement of knowledge of
practice in the field.
Linking Research and Practice to Improve Learning
26. BAD IDEAS.
MULTIPLAYER GAMES IN ’98
ONLINE LEARNING ‘14
http://mud.co.uk/richard/tcsf98.htm