Saturday, July 22, 2017

Classroom 2.0 07/23/2017

  • Tags: gamification, #eduhacks, #edtech, psychology, learning, the brain

    • narratives developed around a learning activity make the activity more engaging and relevant to the learner
    • leveling up should become more difficult as users progress through the material.

    • the brain can only handle a finite amount of information at one time before becoming overloaded.
    • Better learning happens when this occurs.
    • Gamification has been shown to relieve stress and clear the brain of distractions.
    • “If you play Angry Birds or some other game on your mobile or laptop, you are not thinking about what you are making tonight for dinner. You are thinking about what is going on in the game,” she says.
    • incorporate learning in that experience, it causes a hyper focus on the key learning point.”
    • on a psychological level, losses can be twice as powerful as gains
    • Individuals will keep playing
    • relieves cognitive overload
    • forges an emotional connection
    • individuals would rather avoid losses than acquire equivalent gains.
    • an individual would prefer to not lose $5, as opposed to finding $5.
    • Users who earn or receive awards as a result of gamification do not want to lose them and, thus, will continue playing in order to retain them.

Posted from Diigo. The rest of Classroom 2.0 group favorite links are here.

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