Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
Simply Connecting Dots - Inspiring lessons from the expert on how to train yo...Saiful Islam
Creativity is a skill and it can be trained and developed with certain method and exercise.
Creativity is not special gift and it is already inside us.
"I have no special gift. I am only passionately curious."
– Einstein, quoted in Thorpe, Scott, How to Think Like Einstein, Barnes & Noble Books, Inc., 2000, p. 115.
Curio-creative workout is one method that will train your imagination to be more passionately curious and thirsty about knowledge.
Hope you like it
Systems Based Gamification Volimen I: PlayEugene Sheely
In this essay I describe the basic philosophy of my consultancy and design practices in education: Play is not about fun, it's evolutionary purpose is to increase the tacit understanding of the complexities in the real world. It supercharges the understanding of relationships between different components in our world.
“The child amidst his baubles is learning the action of light, motion, gravity, muscular force; and in the game of human life, love, fear, justice, appetite and man... interact.” Ralph Waldo Emerson
It's a dry and probably boring work but I lay down some the scientific principles for game-based learning I've developed as a designer. I introduce why a lot of the currently popular gamification attempts for education are psydoscientific and give out principles backed up by scientific research on how to develop cognitive skills with games and their pedagogy.
A lot of the popular engagement techniques in gamification for education are based on techniques developed by casual game companies like Zynga. This is fundamentally a flawed approach filled with psudoscientific claims by the "gamification gurus."
This work bases it's design principles on scientific research on games with origins outside the virtual-world like chess and the process grandmasters have to go through to achieve world-class performance. It's disregards the popular techniques that claim they'll fix education by discovering how Farmville got people to water virtual crops.
Simply Connecting Dots - Inspiring lessons from the expert on how to train yo...Saiful Islam
Creativity is a skill and it can be trained and developed with certain method and exercise.
Creativity is not special gift and it is already inside us.
"I have no special gift. I am only passionately curious."
– Einstein, quoted in Thorpe, Scott, How to Think Like Einstein, Barnes & Noble Books, Inc., 2000, p. 115.
Curio-creative workout is one method that will train your imagination to be more passionately curious and thirsty about knowledge.
Hope you like it
Blog Post: http://www.mindmapinspiration.com/when-passion-meets-purpose/
You can subscribe to the Mind Map Inspiration Blog to receive new Mind Maps at http://www.mindmapinspiration.com/ and follow me on Twitter @mindmapdrawer http://twitter.com/mindmapdrawer
Also available: E-Books designed to help you create stylish and artistic mind maps of your own - visit the Mind Map Inspiration Website for more details: http://www.mindmapinspiration.co.uk/
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
When it comes to changing hearts and minds there are drivers consistent to all human behavior, which have little to do with rational decision making. Knowing how we really make decisions has implications for how we communicate as business leaders, governments and social change makers.
A shared vision; the coordinating force behind great UXAlan Colville
A shared vision is something that successful companies have in common. Apple CEO Steve Jobs’ stated their vision for the iPod was – “to make it so simple that people would actually use it”. Proven to work, yet little is known about what they are, when This presentation aims to answer all these questions.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
This presentation was part of a Week 0 class called "How Neuroscience Influences Human Behavior" at the Stanford Graduate School of Business. The class was co-taught by Marketing Professor Baba Shiv and Nir Eyal (Stanford MBA '08, blog: http://www.nirandfar.com)
Blog Post: http://www.mindmapinspiration.com/when-passion-meets-purpose/
You can subscribe to the Mind Map Inspiration Blog to receive new Mind Maps at http://www.mindmapinspiration.com/ and follow me on Twitter @mindmapdrawer http://twitter.com/mindmapdrawer
Also available: E-Books designed to help you create stylish and artistic mind maps of your own - visit the Mind Map Inspiration Website for more details: http://www.mindmapinspiration.co.uk/
Beyond the page digital storytelling through gamesCathie Howe
Telling stories through games. Engaging students in digital story telling through designing computer games, transmedia stories and alternate reality games.
When it comes to changing hearts and minds there are drivers consistent to all human behavior, which have little to do with rational decision making. Knowing how we really make decisions has implications for how we communicate as business leaders, governments and social change makers.
A shared vision; the coordinating force behind great UXAlan Colville
A shared vision is something that successful companies have in common. Apple CEO Steve Jobs’ stated their vision for the iPod was – “to make it so simple that people would actually use it”. Proven to work, yet little is known about what they are, when This presentation aims to answer all these questions.
For all our accumulated information there's a clear absence of understanding. Are sensemaking tools the next big thing?
(Keynote give at Big Design 12: http://bigdesignevents.com/sessions/to-boldly-go-from-information-to-understanding )
What's Your Perception Strategy? (Why It's NOT All About Content)Stephen Anderson
If we focus too much on content, we ignore what we know about how our associative brain comes to makes sense new information. Think about how many people respond before reading past the first sentence of an email, or how a magazine article doesn't get the same reaction when displayed in HTML. Or consider how knowing the author of a publication influences your judgement of that content.
Picking up from the session Stephen P. Anderson gave last year on "The Stories We Construct" (a biological look at the narratives that influence behavior), this session focuses on how we come to perceive—and respond to— information. From phantom limbs to magicians fooling our senses, Stephen proposes a model that makes sense of how we truly experience information. Practical? You'll leave with a deep understanding of everything UX is about and an awareness of common practices that don't account for this knowledge.
This presentation was part of a Week 0 class called "How Neuroscience Influences Human Behavior" at the Stanford Graduate School of Business. The class was co-taught by Marketing Professor Baba Shiv and Nir Eyal (Stanford MBA '08, blog: http://www.nirandfar.com)
Euro IA Closing Plenary - What I'm Curious About…Stephen Anderson
What are you curious about? What do you want to know more about by this time next year?
Here's my answer to that question (c. 2012) and why I believe Curiosity is core to everything we do as a profession.
Yes, My Iguana Loves to Cha-Cha: Improv, Creativity and CollaborationSteve Portigal
Improv is not "stand-up comedy." It's a series of games with rules that offer huge degrees of freedom within a set of constraints. In these games we bring out a lot of basic, quickly understood and communicated rules of culture that are implicit, not explicit. The activities of design (collaboration, creativity, and design research, for starters) have interesting similarities with improv: All have in-the-moment aspects; we learn upon reflection; there's enormous unspoken interaction and there is often an "aha" moment. Design and improv also have important similarities: the need to collaborate and brainstorm, the importance of breakthrough thinking, the balance between process, structure, and unfettered creativity.
Playing with improv can make us more mindful of the power of listening, and can be harnessed to create a more collaborative work culture, as a way to develop one's own creativity, or to help warm up teammates and clients in workshops and design sessions. In this interactive presentation you will learn more about improv, listening, creativity, and how they all connect together to support one another. No iguanas will be harmed.
Personality types and styles of leadership Tatiana Indina Fulbright lecture ...Tatiana Indina
Presented by Tatiana Indina as a part of Fulbright mission at Hawaii Pacific University, Kapi‘olani Community College; Hawaii, University of Hawaii West Oahu, The Hogan Entrepreneurs,
Chaminade University, Hawaii 2011
This slideshow was created with images from the web. I claim no copyright or ownership of any images. If a copyright owner of any image objects to the use in this slideshow, contact me to remove it. This is for a course in Introductory Psychology using Wayne Weiten's "Psychology: Themes and Variations" 8th ed. Published by Cengage. Images from the text are copyrighted by Cengage.
Design the future of the Australian Web Industry with Design ThinkingWilliam Donovan
Design the future of the Australian Web Industry.
This was a workshop for people to discover the experience of thinking strategical about your challenges or problem.
As part of the 2013 #EOTW (Edge of the Web) conference, AWIA, Brett Treasure, myself and the support of Saasu (who recently had breakthrough results with a design thinking innovation approach) took the opportunity to start a conversation with an audience of the web community to and collaborate on a mass scale about a key question:
"How can we best showcase the activities, skills and talents of web professionals?"
Targeting the theme areas recruitment, accreditation, training and lobbying with 100 people.
http://www.saasu.com/
http://eotw.com.au/#willdonovan
Conference workshop blurb
"Experience what it is to strategically think through a problem in a group. How do you harness rapid prototyping and collaboration to build empathy and break through the predictable?
AWIA is starting a conversation about how to design for the benefit of the web community. Find a voice for the industry that speaks to government and the general public. How can we best showcase the activities, skills and talents of web professionals?
Shake off some complacency and join us for a jam: co-create the future of our profession with design thinking."
Chapter 7Thinking and IntelligenceFigure 7.1 Thinking .docxrobertad6
Chapter 7
Thinking and Intelligence
Figure 7.1 Thinking is an important part of our human experience, and one that has captivated people for centuries.
Today, it is one area of psychological study. The 19th-century Girl with a Book by José Ferraz de Almeida Júnior, the
20th-century sculpture The Thinker by August Rodin, and Shi Ke’s 10th-century painting Huike Thinking all reflect the
fascination with the process of human thought. (credit “middle”: modification of work by Jason Rogers; credit “right”:
modification of work by Tang Zu-Ming)
Chapter Outline
7.1 What Is Cognition?
7.2 Language
7.3 Problem Solving
7.4 What Are Intelligence and Creativity?
7.5 Measures of Intelligence
7.6 The Source of Intelligence
Introduction
Why is it so difficult to break habits—like reaching for your ringing phone even when you shouldn’t, such
as when you’re driving? How does a person who has never seen or touched snow in real life develop an
understanding of the concept of snow? How do young children acquire the ability to learn language with
no formal instruction? Psychologists who study thinking explore questions like these.
Cognitive psychologists also study intelligence. What is intelligence, and how does it vary from person
to person? Are “street smarts” a kind of intelligence, and if so, how do they relate to other types of
intelligence? What does an IQ test really measure? These questions and more will be explored in this
chapter as you study thinking and intelligence.
In other chapters, we discussed the cognitive processes of perception, learning, and memory. In this
chapter, we will focus on high-level cognitive processes. As a part of this discussion, we will consider
thinking and briefly explore the development and use of language. We will also discuss problem solving
and creativity before ending with a discussion of how intelligence is measured and how our biology
and environments interact to affect intelligence. After finishing this chapter, you will have a greater
appreciation of the higher-level cognitive processes that contribute to our distinctiveness as a species.
Chapter 7 | Thinking and Intelligence 217
7.1 What Is Cognition?
Learning Objectives
By the end of this section, you will be able to:
• Describe cognition
• Distinguish concepts and prototypes
• Explain the difference between natural and artificial concepts
Imagine all of your thoughts as if they were physical entities, swirling rapidly inside your mind. How is it
possible that the brain is able to move from one thought to the next in an organized, orderly fashion? The
brain is endlessly perceiving, processing, planning, organizing, and remembering—it is always active. Yet,
you don’t notice most of your brain’s activity as you move throughout your daily routine. This is only one
facet of the complex processes involved in cognition. Simply put, cognition is thinking, and it encompasses
the processes associated with perception, knowledge, problem solving, judgment, langu.
Chapter 7Thinking and IntelligenceFigure 7.1 Thinking .docxmccormicknadine86
Chapter 7
Thinking and Intelligence
Figure 7.1 Thinking is an important part of our human experience, and one that has captivated people for centuries.
Today, it is one area of psychological study. The 19th-century Girl with a Book by José Ferraz de Almeida Júnior, the
20th-century sculpture The Thinker by August Rodin, and Shi Ke’s 10th-century painting Huike Thinking all reflect the
fascination with the process of human thought. (credit “middle”: modification of work by Jason Rogers; credit “right”:
modification of work by Tang Zu-Ming)
Chapter Outline
7.1 What Is Cognition?
7.2 Language
7.3 Problem Solving
7.4 What Are Intelligence and Creativity?
7.5 Measures of Intelligence
7.6 The Source of Intelligence
Introduction
Why is it so difficult to break habits—like reaching for your ringing phone even when you shouldn’t, such
as when you’re driving? How does a person who has never seen or touched snow in real life develop an
understanding of the concept of snow? How do young children acquire the ability to learn language with
no formal instruction? Psychologists who study thinking explore questions like these.
Cognitive psychologists also study intelligence. What is intelligence, and how does it vary from person
to person? Are “street smarts” a kind of intelligence, and if so, how do they relate to other types of
intelligence? What does an IQ test really measure? These questions and more will be explored in this
chapter as you study thinking and intelligence.
In other chapters, we discussed the cognitive processes of perception, learning, and memory. In this
chapter, we will focus on high-level cognitive processes. As a part of this discussion, we will consider
thinking and briefly explore the development and use of language. We will also discuss problem solving
and creativity before ending with a discussion of how intelligence is measured and how our biology
and environments interact to affect intelligence. After finishing this chapter, you will have a greater
appreciation of the higher-level cognitive processes that contribute to our distinctiveness as a species.
Chapter 7 | Thinking and Intelligence 217
7.1 What Is Cognition?
Learning Objectives
By the end of this section, you will be able to:
• Describe cognition
• Distinguish concepts and prototypes
• Explain the difference between natural and artificial concepts
Imagine all of your thoughts as if they were physical entities, swirling rapidly inside your mind. How is it
possible that the brain is able to move from one thought to the next in an organized, orderly fashion? The
brain is endlessly perceiving, processing, planning, organizing, and remembering—it is always active. Yet,
you don’t notice most of your brain’s activity as you move throughout your daily routine. This is only one
facet of the complex processes involved in cognition. Simply put, cognition is thinking, and it encompasses
the processes associated with perception, knowledge, problem solving, judgment, langu ...
Cognitive skills are the topic of this slide. In this slide, the author explained the meaning of cognitive skills, types of cognitive skills, types of skills, how to improve cognitive skills, how to use cognitive skills in schools, how to use these skills in the workplace, and how to include cognitive skills in our resume.
Understanding Legionnaires’ Disease A Fact Sheet For Workers And Unionsvtsiri
What is Legionnaires' disease?
Legionnaires' disease is the common name for illnesses caused by Legionnaires' disease bacteria (LDB). The formal name for the diseases is Legionellosis. Legionnaires' disease is an infection of the lungs that is a form of pneumonia. In addition to Legionnaires' disease, the same bacteria can also cause a flu-like disease called Pontiac fever.
1. Gifting Recognition
PersuAsion
We feel the need to reciprocate when given
over Recall
At tention / PersuAsion
something as a gift. It’s easier to recognize things we have
previously experienced than it is to recall
those things from memory.
What can you give away? It could be a free account
or upgrade. Maybe a free report (personal informatics
Multiple choice or one-click options are an easy way for
are interesting). Perhaps a gift card. Make it something
people to interact with a site. When asking people to list
unexpected. And if other similar services are giving away
things from memory, try complementing (or replacing) empty
the same thing, it’s not a gift—it’s expected.
form fields with defined, random or intelligent choices that
people can click on or rate.
See also: Visual Imagery, Limited Choices, Contrast,
See also: Delighters, Variable Rewards, Badges Feedback Loop
Mental Notes Sneak Preview | Find out more at www.getmentalnotes.com
2. Social Proof Curiosity
PersuAsion At tention / PersuAsion
We tend to follow the patterns of similar others When teased with a small bit of interesting
in new or unfamiliar situations. information, people will want to know more!
To put people at ease or guide a decision, find creative When—and what—can you hold back? Reveal just enough
ways to show social activity. This can be in the form of stats to arouse interest, then tease someone into taking the next
(favorited by, number of views, comments), good positive step. You can also arouse interest by doing something unusual
reviews/ testimonials, or by providing visibility into the actions and unexpected—people will stick around long enough to
or outcomes of other users’ behaviors. determine what’s going on. Similarly, puzzles are intriguing.
See also: Bystander Effect, Testimonials, Identification See also: Pattern Recognition, Badges, Gifting
Mental Notes Sneak Preview | Find out more at www.getmentalnotes.com
3. Pattern Recognition “Delighters”
At tention At tention / MeMory
Our brains seek out ways to organize and We remember and respond favorably to small,
simplify complex information, even when unexpected and playful pleasures.
there is no pattern.
What information can you display in a way that arouses
What can you use to surprise someone? Maybe it’s a funny
curiosity and encourages a pattern seeking behavior? Patterns
phrase or a compliment. It could be a small gift such a
can be found within a single page (a list of albums for example)
hotel leaving candy on a pillow. Even the satisfaction of
or spread across a site (a curious icon set or color coding that
discovering a connection or solving a mental puzzle can
make sense once the pattern is discovered). Also think about
help form a favorable and memorable impression.
ways it might be beneficial to enable users to organize or label
information—maybe make a game out of arranging things!
See also: Juxtaposition, Feedback Loops, Completion,
Curiosity, Gestalt Psychology, Visual Imagery See also: Badges, Surprise, Pattern Recognition, Gifting
Mental Notes Sneak Preview | Find out more at www.getmentalnotes.com
4. Want to see more?
A full Mental Notes deck will be available Spring 2010.
TM
In the meanwhile, I hope you find this sneak preview to be a
useful and exciting tool!
Peak-End Rule This project began—like many things—as a way to make sense of something complex:
the numerous insights into human behavior found in theories about game mechanics, the
MeMory latest findings from neuroscience, best sellers explaining behavioral economics and many
We judge our past experiences almost entirely more sources! As a designer, I found myself thinking more frequently about how some
on how they were at their peak (pleasant or of this psychology might be applied to my client work. But as you probably know, in the
unpleasant) and how they ended. midst of a busy project it’s all too easy to focus on the essentials and forget the nuances
that distinguish great products. Mental Notes are how I’ve decided to collect these insights
together in an easy reference tool. Of course, this personal project quickly grew into
something I wanted to share with others.
3 ways you can help out:
Pre-orde r t he Full d ec k ( At A re d u c e d rAt e ! )
This project is largely (at some personal risk) self-funded. Printing costs, packaging and
What are the peaks and endings in the customer custom illustrations are quite expensive. Please go to www.getmentalnotes.com
experience you’ve designed? Peaks may be the core today and order an advance copy.
value you provide or a small surprise thrown into the user
Join t he conve rsAt io n
journey. Endpoints can be (1) obvious—fulfillment for an
In addition to pre-ordering the Mental Notes deck, visit getmentalnotes.com to
e-commerce site or (2) more subtle—like a registration
maintain a discussion about these ideas. There’s plenty more things to be said
confirmation page. Identify these and make them better. about each of the 50 Mental Notes, and I’d like to hear about ways you’re using
Focus on the customer’s perspective—not your own. these ideas in your work!
See also: Delighters, Surprise, Narrative, Gifting
sPre Ad t he Word
Twitter. Facebook. Mailing Lists. Please let other people know about this project!
To maintain creative control over Mental Notes a decision was made to forgo the
TM
typical publishing route. While this decision benefits the final product, it also means
foregoing many of the distribution channels available to publishers.
Thank you!
Stephen P. Anderson
www.poetpainter.com