Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
Our culture has created more game players than game designers (or designers of play). Why does this distinction matter? This keynote introduces the four pillars of future play, including: open architecture, flexible tools, rule making and the 21st Century Super Powers of Play.
At Dubit we research, build, and launch digital experiences for kids brands.
Whether it’s a book, movie, toy or your secret idea that’s going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.
Gamification of food technology for quality teaching and learning presentation notes
1. Gamification of Food Technology for quality teaching and
learning presentation notes
Slide 5: Educational gamification.
A process of game thinking and game mechanics to engage an audience and solve problems
Slide 8: Some examples of gamification
Designed for children aged five to 10 years, Coinland is a virtual world where children can
learn about the benefits of earning, saving and investing money by undertaking a series of
tasks, designed to help them develop financial literacy skills. Players create an avatar which
represents them as they explore and interact in Coinland, as they complete tasks or jobs to
earn and save coins. Players can then choose to save their coins by depositing them in the
bank, or spend their coins on games and rewards. Children can play alongside their friends
by adding other users to their buddy lists.
Slide 9:
Lynx involved commuters in an interactive augmented reality game in a subway in London
in March 2011. Passengers were lured towards patches on the floor of the open
concourse, which activated by sending a virtual angel to earth when someone stepped
onto them. Participants could then watch themselves interact with the virtual angel on a
big screen overlooking the concourse.
Slide 10
You’re Runner 5. Hundreds of lives are counting on you. You've got to help your base rebuild
from the ruins of civilization by collecting critical supplies while avoiding roving zombie
hordes. Can you save them and learn the truth about the zombie apocalypse?
Slide 12 Elements of good game design
Options/ control: by giving students choice in the different tasks it becomes more
engaging.
Slide 13
Control or the illusion of control:Motivation comes from control of how students do
there tasks.
Slide 14
Rewards: Badges and perks for achieving mission goals