Roblox Review

This is more of a Game / Simulation than Gamification, but it has huge potential for uses in Gamification. The image at the top of this Blog is me in a Hospital. I could morph between being a patient or a nurse by stepping on a block. There are a few dozen other kids role-playing live in this space with me. I am supposed to find a doctor who can cure me of whatever disease I invent. My computer kept crashing so I didn't get very far into the scenario. I get quite seasick in Minecraft but coped better with Roblox. Roblox is free and works on PC (browser -based) and mobile apps. It is a 3D game design tool that is easy to learn. Last year I downloaded the builder app and very quickly made a pirate island. My kids have been obsessed with Roblox as their number one game lately.The Roblox game my kids love the most is Dinosaur Simulator. You walk around as a dinosaur and you have to survive. You can die of hunger, thirst or get killed.  You start as a baby dinosaur and then become a child, juvenile,   adult, elder and die of old … Continue Reading ››

Inside Out – a study of emotions by Pixar

This week I watched the Pixar movie 'Inside Out"  The story is:
"Like all of us, Riley is guided by her emotions - Joy, Fear, Anger, Disgust and Sadness. The emotions live in Headquarters, the control center inside Riley's mind, where they help advise her through everyday life. As Riley and her emotions struggle to adjust to a new life in San Francisco, turmoil ensues in Headquarters.  " Source: Inside Out (2015) - IMDb
I really enjoyed the movie, and liked the moral of the story that sadness and other 'negative' emotions are a valuable  part of us, just as much as being optimistic. Fear was presented as a mixed bag of keeping us safe and making us paranoid, while Anger was pretty much painted as the bad guy. Emotions are complex and this movie was based on research and very talented storytellers! I am quite a connoisseur of Pixar and kids movies over the last decade, and was delighted to see such a deep theme being passed on to a generation of little minds. (Avengers handling of Singularity blew me away too!) The movie was a much easier way to explore concepts of psychology than the academic papers … Continue Reading ››

Immediate Feedback, delayed Feedback or Layered Feedback?

Teachers entering the world of Gamification receive very mixed messages about feedback. What is it.. how often it should be delivered ... how much feedback (versus discovery) .. does feedback have negative consequences? I am reading this article with comments by Karl Kapp where he says:
You are right; most games provide immediate, corrective feedback. You know right-away if you are performing the right action and, if not, the consequences of performing the wrong action. A number of games also provide delayed feedback in the form of after-action reviews. These are often seen in games using branching. At the end of the game, the player is given a description of choices she made versus the correct choices. So, delayed feedback is common in some types of games. In terms of what is missing in terms of feedback, I think that most learning games do a poor job of layering feedback. In well-designed video games, at the first level of help, a player can receive a vague clue. If this doesn’t work or too much time passes, the game provides a more explicit clue and finally, if that doesn’t work, the player receives step-by-step instructions. Most learning games are too blunt. They tend … Continue Reading ››

Zero Waste Challenge

Could you live without your Garbage Bin? The Zero Waste challenge is to not use your Garbage Bin anymore. No more plastic, only organic waste into a compost pile. The aim is to: Refuse, reduce, recover, reuse and recycle. I just read an article by a participant who explains her motivation using Octalysis and Hooked Frameworks. She explains three ways the game, to stop using her Garbage bin, was motivating:
“The Reward of the Tribe”, meaning how one experience is making us feel accepted and included in a community ... “The Reward of the Hunt”, meaning how, by staging levels, objectives and challenges, by using scarcity or popularity trigger, you’re able to create an adventure toward product ownership and the satisfaction of searching for it ... “The Reward of the Self”, meaning how one experience is giving you a sense of accomplishment and self-development, like when you just finished your To Do List and that you feel at ease, competent and pleased with yourself.
Source: “Green gamification”. – MeetMangrove – Medium Applying the Hooked Model to ecology.

The Mega Minds Challenge is here! Skoolbo

View website Today I reviewed a Gamification website called Skoolbo. I have heard my children talk about this and watched them play a little. They seemed to really like it - but had forgotten their passwords. I decided to try to login and set up a 'Mega Mind Challenge' which challenged me with:
Can your class win the Mega Minds Challenge before the end of Term 3? 30 seconds to set up and a term worth of pride at stake!
Source: The Mega Minds Challenge is here! Can your class master the Mega?Skoolbo | Go Aussie Kids Go! It took about 3 minutes (not 30 secs) for me to figure out how to set it up and use a test login as a student. I was promised that if my class answered the most questions we would get a virtual dance as the best class.  Which I can imagine my kids getting excited about. (Peppa Pig won the No1 spot as a paint program through the use of these virtual showcases and imaginary  ceremonies). I was asked to choose an avatar and was, delightfully, surprised at the diversity available. Although these choices may seem insignificant, I … Continue Reading ››

Game Theory: Four types of behaviour

(Some notes as I try to get my head around this ..)

20% Optimist

Cooperates wherever T < R (that is, they cooperate in the HG and in the SH and defect otherwise). By using this strategy, these subjects aim to obtain the maximum payoff without taking into account the likelihood that their counterpart will allow them to get it, in agreement with a maximax behavior (31). Accordingly, we call this first phenotype “optimists.”

21% Pessimist

Conversely, we label subjects in the second phenotype “pessimists”  because they use a maximin principle (32) to choose their actions, cooperating only when S > P (that is, in HG and SG) to ensure a best worst-case scenario. The behaviors of these two phenotypes, which can hardly be considered rational [as discussed by Colman (31)], are also associated with different degrees of risk aversion.

30% Envious

As was the case with optimists and pessimists, this third behavior is far from being rational in a self-centered sense, in so far as players forsake the possibility of achieving the maximum payoff by playing the only Nash equilibrium in HG. In turn, these subjects seem to behave as driven by envy, … Continue Reading ››

Ancient Civilization Gamification

View website   Today I reviewed an exciting and fun way of delivering a unit on Ancient Civilizations.  The main game elements used are Epic Meaning and Narrative. The student is placed in the role of Hero: 'The world depends on you'. They must go back in time and research civilisations.  The teacher Martha Bohnenberger is teaching 6th grade ancient civilizations for the first time this year. The students create their own civilizations in pairs. The students are also reading the classroom version of the Martian, and are doing some science tie in with that. Martha took a time machine approach with the students going back in time to learn and create a civilization to possibly take to Mars. There is a big chart on my classroom wall where they  post the badges, there is also random stuff thrown in like chance card and dice rolls for things! What I really like about this was the use of online tools that  teachers have access to. I had never thought about using Wix website designer to make  Gamification! The animations, videos and music embedded made it more entertaining and fun. The Mission packet was a … Continue Reading ››