The document discusses how failure is viewed differently in Silicon Valley versus Europe. In Silicon Valley, failure is seen as a normal part of innovating and entrepreneurs are encouraged to "fail fast and fail often." Failure is more of a badge of honor and learning experience. In contrast, failure carries a much greater stigma in Europe where bankruptcy is more punitive and failure is seen as a personal tragedy. The freedom to fail without stigma in the U.S. helps fuel more risk-taking and entrepreneurship.
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
Colorado College Mobile Management Lessondivepatch
This lesson was introduced as the Methods and Practice of Managing Mobile devices in the classroom. It was taught at the Colorado College in the summer of 2013.
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
Colorado College Mobile Management Lessondivepatch
This lesson was introduced as the Methods and Practice of Managing Mobile devices in the classroom. It was taught at the Colorado College in the summer of 2013.
Penulisan skripsi ini berjudul “PELAKSANAAN PELAPORAN KELAHIRAN OLEH PENDUDUK BERDASARKAN UNDANG-UNDANG NOMOR 23 TAHUN 2006 DI KOTA YOGYAKARTA”. Dalam penulisan hukum ini bertujuan untuk mengetahui upaya-upaya Pemerintah Kota Yogyakarta agar masyarakat Kota Yogyakarta tertib dalam melaporkan kelahiran sesuai dengan Undang-Undang Nomor 23 Tahun 2006 di Kota Yogyakarta serta penerapan sanksi terhadap masyarakat yang melaporkan kelahiran tidak sesuai dengan ketentuan Undang-Undang Nomor 23 Tahun 2006 di Kota Yogyakarta.
Penelitian ini dispesifikan sebagai penelitian kepustakaan dan penelitian lapangan, yaitu penelitian kepustakaan merupakan penelitian yang mempelajari literatur-literatur, jurnal-jurnal hokum, peraturan-peraturan yang berhubungan dengan penelitian ini dan melakukan wawancara dengan Kepala Seksi Penerbitan KK dan KTP, Dinas Kependudukan dan Catatan Sipil Kota Yogyakarta, Bapak Drs. Bram Prasetyo Handoyo. Analisis yang digunakan dalam penelitian ini adalah deskriptif kualitatif yang bertujuan menggambarkan secara tepat sifat-sifat individu, keadaan, gejala atau kelompok tertentu, atau untuk menentukan penyebaran suatu gejala, atau untuk menentukan ada tidaknya hubungan suatu gejala dengan gejalah lain dalam masyarakat.
Dinas Kependudukan dan Catatan Sipil Kta Yogyakarta melihat bahwa kurangnya kesadaran masyarakat akan pentingnya akta kelahiran mengharuskan pemerintah mengambil kebijakan yang berkaitan dengan proses pelaporan kelahiran khususnya di Kota Yogyakarta. Kendala yang dialami dalam pelaporan kelahiran tersebut. Kesibukan orang tua, belum merasa butuh, sehingga pemerintah menerapkan sanksi bgi masyarakat yang terlambat melaporkan kelahiran, baik itu berupa denda, mendapatkan persetujuan kepala instansi setempat yang melaporkan kelahiran sampai dengan 1 (satu) tahun, maupun mendapat penetapan pengadilan yang melaporkan kelahiran lebih dari 1 (satu) tahun, yang diatur di dalam Undang-Undang Nomor 23 Tahun 2006 dan dijalankan sejak berlakunya Peraturan Daerah Nomor 7 Tahun 2007. Hal tersebut disebabkan banyknya masyarakat Yogyakarta yang terlambat melaporkan kelahiran tidak sesuai dengan Undang-Undang Nomor 23 Tahun 2006
Kata Kunci : Pelaporan Kelahiran, UU No. 23 Tahun 2006
Scientists in Los Angeles create a proven plan for FAST weight loss … You can achieve something like losing 17 pounds in about 21 days, with the newest LA Diet Craze.
A senior director at Duane Morris Government Strategies, Martin Milita previously worked as a managing partner with Holman Public Affairs and as the chief executive officer of Fiore Group Companies, Inc. Outside of his career, Martin Milita supports a range of charitable organizations, including the Knights of Columbus (KOC).
Business box is a structure to constrain the activity so it produces resultsRay Garcia
excerpted from "StartUP Cards: A deck of visual cards to provoke the entrepreneur into action."
Link: http://amzn.com/B013XZTZKO
Creating new business value is a multi-dimensional problem that requires some structure to organize the effort so that each of the areas is addressed.
Penulisan skripsi ini berjudul “PELAKSANAAN PELAPORAN KELAHIRAN OLEH PENDUDUK BERDASARKAN UNDANG-UNDANG NOMOR 23 TAHUN 2006 DI KOTA YOGYAKARTA”. Dalam penulisan hukum ini bertujuan untuk mengetahui upaya-upaya Pemerintah Kota Yogyakarta agar masyarakat Kota Yogyakarta tertib dalam melaporkan kelahiran sesuai dengan Undang-Undang Nomor 23 Tahun 2006 di Kota Yogyakarta serta penerapan sanksi terhadap masyarakat yang melaporkan kelahiran tidak sesuai dengan ketentuan Undang-Undang Nomor 23 Tahun 2006 di Kota Yogyakarta.
Penelitian ini dispesifikan sebagai penelitian kepustakaan dan penelitian lapangan, yaitu penelitian kepustakaan merupakan penelitian yang mempelajari literatur-literatur, jurnal-jurnal hokum, peraturan-peraturan yang berhubungan dengan penelitian ini dan melakukan wawancara dengan Kepala Seksi Penerbitan KK dan KTP, Dinas Kependudukan dan Catatan Sipil Kota Yogyakarta, Bapak Drs. Bram Prasetyo Handoyo. Analisis yang digunakan dalam penelitian ini adalah deskriptif kualitatif yang bertujuan menggambarkan secara tepat sifat-sifat individu, keadaan, gejala atau kelompok tertentu, atau untuk menentukan penyebaran suatu gejala, atau untuk menentukan ada tidaknya hubungan suatu gejala dengan gejalah lain dalam masyarakat.
Dinas Kependudukan dan Catatan Sipil Kta Yogyakarta melihat bahwa kurangnya kesadaran masyarakat akan pentingnya akta kelahiran mengharuskan pemerintah mengambil kebijakan yang berkaitan dengan proses pelaporan kelahiran khususnya di Kota Yogyakarta. Kendala yang dialami dalam pelaporan kelahiran tersebut. Kesibukan orang tua, belum merasa butuh, sehingga pemerintah menerapkan sanksi bgi masyarakat yang terlambat melaporkan kelahiran, baik itu berupa denda, mendapatkan persetujuan kepala instansi setempat yang melaporkan kelahiran sampai dengan 1 (satu) tahun, maupun mendapat penetapan pengadilan yang melaporkan kelahiran lebih dari 1 (satu) tahun, yang diatur di dalam Undang-Undang Nomor 23 Tahun 2006 dan dijalankan sejak berlakunya Peraturan Daerah Nomor 7 Tahun 2007. Hal tersebut disebabkan banyknya masyarakat Yogyakarta yang terlambat melaporkan kelahiran tidak sesuai dengan Undang-Undang Nomor 23 Tahun 2006
Kata Kunci : Pelaporan Kelahiran, UU No. 23 Tahun 2006
Scientists in Los Angeles create a proven plan for FAST weight loss … You can achieve something like losing 17 pounds in about 21 days, with the newest LA Diet Craze.
A senior director at Duane Morris Government Strategies, Martin Milita previously worked as a managing partner with Holman Public Affairs and as the chief executive officer of Fiore Group Companies, Inc. Outside of his career, Martin Milita supports a range of charitable organizations, including the Knights of Columbus (KOC).
Business box is a structure to constrain the activity so it produces resultsRay Garcia
excerpted from "StartUP Cards: A deck of visual cards to provoke the entrepreneur into action."
Link: http://amzn.com/B013XZTZKO
Creating new business value is a multi-dimensional problem that requires some structure to organize the effort so that each of the areas is addressed.
Minimum 350 WordsAs explained in the lesson notes, IGOs are supr.docxARIV4
Minimum 350 Words
As explained in the lesson notes, IGOs are supranational organizations that are heavily connected to regional or international security and international law. A prime example is the UN. Today, the UN is involved in a number of peacekeeping missions around the world. Each time the UN intervenes it sets precedent, which could evolve into customary law.
For this forum, please visit the UN peacekeeping homepage and choose one current or past mission to focus on. For that mission, explain the circumstances that created the need to intervene (background), the purpose of the mission (mandate) and any interesting facts and figures about it. Be sure to use more than one source and incorporate references to course material. Please be sure to paraphrase and cite the information rather than quoting it. I recommend thinking of it as telling the story behind the mission much like the producers did in the movie Black Hawk Down. What happened and what did the UN do about it? Is there something unique about the mission that is setting precedent or impacting international law?
UN peacekeeping homepage - http://www.un.org/en/peacekeeping/operations/
Week 2 - Instructor Guidance
Week Two Instructor Guidance
Welcome to Week Two of EDU620: Meeting Individual Student Needs with Technology. Please begin this week by opening the Week Two unit homepage and reviewing the Week Two homepage and the learning outcomes for the week, the schedule overview, the required and recommended resources, the introduction to the week, and a listing of the assessments for the week. Next, return here and read this Instructor Guidance page.
Overview
Recall that in Week One you viewed videos modeling innovative uses of technology in the classroom and by completing the assessments you have now developed a foundational understanding of how technology can be effectively integrated instructionally. This week, it is important that you recognize that how technology is integrated into classroom instruction entails more than just teaching basic computer skills. Effective technology integration occurs when technology is used across the curriculum in ways that support learning. Therefore, Week Two is designed to ensure you expand upon your early understandings of technology integration and recognize that technology can be a powerful motivator for expanding student learning opportunities.
As part of the Week One Post Your Introduction discussion, you were encouraged to review the weekly homepages for the course and take note of the assessments each week. Now is an appropriate time to revisit the Week Six Final Project instructions and Grading Rubric to be sure you understand the scope of what you will do in that assessment and how your participation in Week Two supports your success.
Intellectual Elaboration
"We keep moving forward, opening new doors, and doing new things, because we're curious and curiosity keeps leading us down new paths." -Walt Disney
The ab ...
Augmented Reality: Revolutionary or Disruptor of Training and AssessmentSeriousGamesAssoc
Dennis Glenn, MFA, Adjunct Professor| DePaul University Graduate School for New Learning / President | Dennis Glenn LLC
Augmented Reality: Revolutionary or Disruptor of Training and Assessment
Augmented reality (AR) has the potential to revolutionize training and assessment. This technology innovation superimposes computer-generated sensory input such as sound, video, graphics or GPS data onto a live or indirect view of a physical, real-world environment. The increasing need to scale education-based interactive learning to larger audiences thus mitigating the larger development costs, is where AR has a few potential revolutionary and disruption attributes that must be considered.
Learning Objectives:
Assessment needs to be done rigorously and methodologically, and AR technologies can provide multiple avenues to achieve this goal. Recall of knowledge is no longer a viable method to provide accurate validation of mastery. In order to assess competency, we need to understand what the learner needs to know and be able to do and then demonstrate their ability to perform these tasks. We will offer multiple solutions to this disruptor.
Privacy and security of the data con be compromised using AR technologies. A few of the risks to be discussed are identity theft, invasion of privacy, and unequal access, thus increasing the inequality divide. We will lead a discussion of the avenues to reduce these risks.
On the positive side we offer a number of effective solutions that lead to the demonstration of mastery. Using AR technology to disseminate education is a way to teach thousands of users across the globe while eliminating barriers to access, reducing costs, and ensuring consistency in quality and delivery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
First of a two part workshop on MUVEs in education given at the Open Classroom Conference, Stockholm, October 2007. Further details available at http://warburton.typepad .com
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
1. The Path to Mastery Using Serious Games
In developing my graduate course on Serious Games at DePaul University, I conducted a
year-long study on some of the questions to be addressed by this new mode of learning and
assessments:
Can we encourage adults to experience failure in the spirit of learning?
Can we build reflection and feedback loops into the learning process?
Can we help adults further develop their capacities for social interaction and collaborative
problem-solving? This session will address these questions and more.
At the end of this session, participants will be able to
-Encourage adults to experience failure in the spirit of learning
-Build reflection and immediate feedback loops into the learning process
-Help adults to further develop their capacities for social interaction and collaborative
problem-solving
AUGUST 18, 2015 | NORTHWESTERN UNIVERSITY CHICAGO CAMPUS
https://www.discoursellc.com/blog/
4. The Second Machine Age
What is it and why does it matter?
Andrew McAfee: The Industrial Revolution was when humans overcame the limitations of
our muscle power. We’re now in the early stages of doing the same thing to our mental
capacity—infinitely multiplying it by virtue of digital technologies. There are two
discontinuous changes that will stick in historians’ minds. The first is the development of
artificial intelligence, and the kinds of things we’ve seen so far are the warm-up act for
what’s to come. The second big deal is the global interconnection of the world’s population,
billions of people who are not only becoming consumers but also joining the global pool
of innovative talent.
Erik Brynjolfsson: The First Machine Age was about power systems and the ability to move
large amounts of mass. The Second Machine Age is much more about automating and
augmenting mental power and cognitive work. Humans were largely complements for the
machines of the First Machine Age. In the Second Machine Age, it’s not so clear whether
humans will be complements or machines will largely substitute for humans; we see
examples of both. That potentially has some very different effects on employment, on
incomes, on wages, and on the types of companies that are going to be successful.
http://www.mckinsey.com/insights/strategy/artificial_intelligence_meets_the_c-suite
5. Man and machine
I think we’re finally getting at that seminal moment in human history when we can talk
to our machines and our machines will understand us in regular, natural language. It’s
a little clunky if you use Siri or some of the automated voice-response systems. At first,
you’re kind of amazed by a few things you can do, but you quickly run into the
boundaries and it can be a little frustrating. But it’s advancing very, very rapidly.
Productivity paradox
Innovation has never been faster. And in fact, if you look at the underlying statistics,
productivity growth is doing pretty well. Productivity levels are at an all-time high, and
in the 2000s, productivity growth was faster than it was in the 1990s, which was a
great decade.
There is no economic law that says that technological progress needs to benefit
everybody, or even that it needs to benefit a majority of people. It’s entirely possible for
technology to advance, to make the pie bigger, and yet for some people to get a smaller
share of that pie.
A conversation with MIT’s Erik Brynjolfsson
http://www.mckinsey.com/insights/high_tech_telecoms_internet/charting_technologys_new_directions_a_conversation_with_mits_erik_brynjolfsson
But:
8. Gamification places non-game experiences into a game-like environment.
Serious games, however, are educational experiences specifically designed to deliver
formative or summative assessments, based on pre-determined learning objectives.
Gamification creates an experience; Serious Games promote task or concept mastery. The
underlying aim of Serious Games concentrates the user’s effort on the mastery of a specific
task, with a feedback loop to inform the user of their progress towards that goal.
“How quickly can I get into Gaming?”
Gamification: one of the hottest
topics in corporate learning today,
yet fraught with pitfalls.
http://www.clomedia-digital.com/read-clo/may_2015?sub_id=PaJxZM9LkoWJ#pg19
9. It may sound trite, but for us educational games are first and foremost games. Whether a
bona-fide contest with logical rules and a winning condition, or a Sim City-style sandbox
playtoy, a game experience needs to have certain basic elements to be a meaningful
experience for players. These elements include interactivity designed with clarity of input
and output; short-term and long-term goals to shape the player’s experience, a well-designed
ramp for beginners to learn the ropes; and a game structure that actually contains the possibly
of genuine play, not just quiz-style questions and answers.
Why emphasize what seems so obvious? Because many times we’ve seen educators entering
into game development that are content to transfer the style of games onto educational tasks
without understanding the substance of what makes a game work. And without these
fundamentals, the end experience can be dead in the water. What exactly creates that elusive
feeling of “play?” No one really knows. And it varies from game to game. But experienced
game designers are probably the best-equipped folks to bring it into your project.
http://www.ericzimmerman.com/texts/learningtoplay.html
10.
11. The Cognitive Domain - Bloom's Taxonomy
Bloom's Revised Taxonomy
In the 1990's, a former student of Bloom, Lorin Anderson and David Krathwohl, revised Bloom's
Taxonomy and published this- Bloom's Revised Taxonomy in 2001. Key to this is the use of verbs
rather than nouns for each of the categories and a rearrangement of the sequence within the taxonomy.
They are arranged below in increasing order, from Lower Order Thinking Skills (LOTS) to Higher Order
Thinking Skills (HOTS).
This categorized and ordered thinking skills and objectives. His taxonomy
follows the thinking process. You can not understand a concept if you do
not first remember it, similarly you can not apply knowledge and concepts
if you do not understand them.
http://edorigami.wikispaces.com/Bloom%27s+-+Introduction
12.
13.
14.
15.
16.
17.
18.
19.
20. Learning from our failures – transferring the lessons of a failed
experience to a future experience (Argote & Todorova, 2007) –
is a fundamental component of individuals’ lives, particularly at work.
Failure is a bedrock of workplace learning processes (Lapré & Nembhard,
2011), as the dynamism of the work environment generates a host of
failed experiences to which individuals must respond and adapt,
such as the failure of a new product initiative or the failure of an
existing strategy to meet changing organizational and environmental
demands.
My Bad!' How Internal Attribution and Ambiguity of Responsibility Affect Learning from Failure
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2426674
21. The most important benefits of gaming are:
* Failure is accepted and recognized as a benefit to mastery;
* The player is rewarded with appropriate and timely feedback;
* The player makes social connections and is made to feel part of something bigger than
oneself.
Failure in gaming is never personalized. In serious games, frequent feedback (when
accompanied by specific instruction) dramatically reduces the time to mastery. Since the
computer will record all data during the assessment, specific pathways to mastery can be
identified and offered to the learner. This feedback loop leads to self-reflection, which
recent research calls “a powerful mechanism by which experience is translated into
learning. In particular, we find that individuals perform significantly better on
subsequent tasks when they think about what they learned from the task they
completed.”
Giada Di Stefano, Francesca Gino, Gary Pisano, Bradley Staats, Working Paper: Learning by Thinking: How Reflection Aids Performance,
14-093, March 25, 2014
http://www.hbs.edu/faculty/Publication%20Files/14-093_cf6e76d2-8e4b-466f-bf1c-e8d694afd2bc.pdf
22. Learning for Mastery. Instruction and Curriculum. Regional Education Laboratory for the Carolinas and Virginia,
Topical Papers and Reprints, Number 1. Bloom, Benjamin S. Evaluation Comment, v1 n2 May 1968
Most students, perhaps over 90 percent, can master what teachers have to teach them, and
it is the task of instruction to find the means which will enable students to master the subject
under consideration. A basic task is to determine what is meant by mastery of the subject and
to search for methods and materials which will enable the largest proportion of students to
attain such mastery. That is, the basic task in education is to find strategies which will take
individual differences into consideration but in such a way as to promote the fullest
development of the individual.
23. Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013, February
4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of
Educational Psychology. Advance online publication. doi: 10.1037/a0031311
Research Studies
Additional moderator analyses on the learning effects revealed that learners in serious
games learned more, relative to those taught with conventional instruction methods,
when the game was supplemented with other instruction methods, when multiple
training sessions were involved, and when players worked in groups.
Stizmann, T. (2011) A Meta-Analytic Examination of the Instructional Effectiveness of
Computer-based Simulation Games. Personnel Pyschology, 64, pp. 489-528.
Consistent with theory, post training self- efficacy was 20% higher, declarative knowledge
was 11% higher, procedural knowledge was 14% higher, and retention was 9% higher for
trainees taught with simulation games, relative to a comparison group.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., and Boyle, J. M. (2012)A systematic
literature review of empirical evidence on computer games and serious games. Computers
& Education 59, pp. 661–686.
The findings revealed that playing computer games is linked to a range of perceptual,
cognitive, behavioral, affective and motivational impacts and outcomes. The most
frequently occurring outcomes and impacts were knowledge acquisition/content
understanding and affective and motivational outcomes.
http://karlkapp.com/abstracts-of-three-meta-analysis-studies-of-serious-games/
24. Former Senior Policy Analyst in the White House Office of Science and Technology Policy,
Constance Steinkuehler, commented, “For the first time ever, we have a clear picture
of the nationwide landscape of higher education video game programs and the results
are exciting. The growth of the domain across universities and colleges, coupled with
the quantity and diversity of students we attract and keep, clearly demonstrate the
strength and relevance of our dynamic and developing field.”
March 2, 2015 — Today, the Higher Education Video Game Alliance (The Alliance)
unveiled Our State of Play, the first comprehensive nationwide survey of college and
university videogame design programs. Among the key findings from 73 participating
colleges and universities are that video game programs have greater gender diversity,
by nearly a two to one margin, than other computer science and STEM related
programs, and have significantly higher retention rates than the national average for
all undergraduate and graduate majors.
http://www.higheredgames.org/
25. Military organizations have been using games to train their officers and predict possible
outcomes of future battles since the Prussian Army began using the game “Kriegsspiel” some
200 years ago (http://en.wikipedia.org/wiki/Kriegsspiel_(wargame)).
http://blog.scmglobe.com/?p=2169
“This shouldn’t be surprising if we accept the notion that games are a biological adaptation
in mammals to gain survival skills. In nature, play is the activity of practicing survival skills in
low-urgency situations that can then be used in high-urgency, life-and-death situations. This
is exactly the way the military uses war-games.”
War-games seek to literally replicate and recreate history. So the data used in war-games for
terrain, logistics, weapons capabilities, etc. needs to be as accurate as possible.
26. SCM Globe is a serious supply chain game, and like war-games, it uses real world data,
and it uses a map of the world as its game board. This is shown in the screenshots below.
These screenshots show the model of an actual supply chain for a company that makes
furniture in Indonesia and sells to customers around the world. This model is created by
defining four types of supply chain entities (products, facilities, vehicles, and routes) and
placing them on a map of the world. They are the game pieces in this supply chain game.
http://www.scmglobe.com/user_sessions/new
27. Serious games and simulations have been used in computer-based flight simulators since
the 1960’s. Full Flight Simulators (FFS) are a shining example of mastery learning using
serious games. These simulations are the highest standard and eligible for zero flight time
(ZFT) training of civil pilots when converting from one airliner type to another.
39. Why compliance is killing e-learning
E-learning producers are in a difficult position, because a great deal of their work comes in
the form of compliance training (according to Charles Jennings, 80% of all e-learning produced
in Australia is to meet compliance needs). But in the long run they must surely feel the effects
of a poor user experience:
Employees hate doing compliance training
As a result, trainers hate training it
Some time ago, Tom Kuhlmann posted about Those Pesky Compliance Courses, making the
point that these aren't usually performance based and therefore a 'course' is probably not
what's really required; he recommends keeping them simple, putting a test up front so those
who already know the rules can exempt themselves from the body of the material, and
un-locking all the navigation, so no-one's forced to sit through something they don't need.
All good advice, but only assuming the whole process is just one of getting boxes ticked
to satisfy an external regulator. If the material is really not relevant, then it makes sense to
make the box-ticking exercise as painless as possible, like renewing your passport or some
similar administrative chore.
40. One of the strengths of serious games is that it provides visible milestones of the student’s
mastery of content in real time (when it is well designed). Too often in an instructional setting,
the learner doesn’t know whether or not he or she really understands or can apply the
knowledge they are learning. There is often no visible sign of mastery of the content or
application of the content.
The basic concept of mastery learning is that content is organized into discrete units
where complete mastery is required before moving to the next unit, the method of moving
through the instruction is based on ungraded assignments or instructional tasks with
formative evaluation as a tool for identifying what is learned and what is yet to be learned
and then providing additional support for concepts that have not been mastered.
(Bloom, 1971; Melton, 2008).
http://www.facultyfocus.com/articles/instructional-design/gamification-shows-learner-visible-signs-learning/
41. Often overlooked in the success of American start-ups is the even greater number of failures.
“Fail fast, fail often” is a Silicon Valley mantra, and the freedom to innovate is inextricably
linked to the freedom to fail. In Europe, failure carries a much greater stigma than it does
in the United States. Bankruptcy codes are far more punitive, in contrast to the United States,
where bankruptcy is simply a rite of passage for many successful entrepreneurs.
Professor Moser recalled that a businessman who had to declare bankruptcy in her hometown
in Germany committed suicide. “In Europe, failure is regarded as a personal tragedy,” she said.
“Here it’s something of a badge of honor. An environment like that doesn’t encourage as
much risk-taking and entrepreneurship.”
When David Byttow, co-founder of the anonymous social app Secret, announced this spring
that he was shutting down the San Francisco-based start-up, he didn’t seem the least bit
chastened. “I believe in failing fast in order to go on and make only new and different
mistakes,” he wrote in a blog post.
There is also little or no stigma in Silicon Valley to being fired; Steve Jobs himself was forced
out of Apple. “American companies allow their employees to leave and try something else,”
Professor Moser said. “Then, if it works, great, the mother company acquires the start-up.
If it doesn’t, they hire them back. It’s a great system. It allows people to experiment and try
things. In Germany, you can’t do that. People would hold it against you. They’d see it as
disloyal. It’s a very different ethic.”
A Fearless Culture Fuels U.S. Tech Giants
http://www.nytimes.com/2015/06/19/business/the-american-way-of-tech-and-europes.html?_r=0
42. The only thing more dangerous
than trying too hard and failing …
… is not trying hard enough
and succeeding !
Michelangelo 1503