Week 002
Week 002
Questions:
1. Intrinsic – motivation emerges from the learner mastering new content, the
learner from his or her current level knowledge to the next logical level.
4. Learner fatigue – refers to the state wherein the learner can get overwhelmed
and the learning process slows down as a result because of the amount of content
motivated when they feel they have a sense of control and are able to determine
7. False – Cramming can work long term memory if well done well.
10. Episodic Memory - refers to the memories or recalled information tied to strong
TOPICS:
- Effective gamification where required understand the dynamics that underly games.
Importantly:
- Consider how applying game dynamics can be learning more game like.
Simple race format – it contains 1 or more individuals competing to cross some type
of finish line where competing be the first person to complete task or mission.
Racing format is a Escape format – in this format learners or players are moving
away form the danger rather to tore the finish line or conclusion.
Examples:
Racing or Escaping are powerful motivational format for your gamified learning event.
- are all variation of the game dynamic that can be used in gamification learning.
- is similar to collecting but involves in acquiring and taking items for others, for various
games mechanism.
Allocating Resources
- keep the rule as possible to help avoid confusion and to clarify what can be treated of
acquire or collected.
- A common and popular format for many games is the element of mystery.
- Board game clue and in this game the player may solve the mystery of the murder the
player must go to room to room on the game board collecting evidence to make
proclamation of who actually committed to the murder. The entire premise of this game
is to solve the mystery,
- A Mystery is create unknown situations drawn in the learner and encouraging to make
the unknown “known”
- So learner must be motivated ang engage because don’t want to happen loop
- Start with questions – Often in the learning environment instructions start with the
learning objective such as you are learned 3 effective leadership trait. Opportunely A
learning objective is a close loop and does pull the learner and a better method is start
with the question such as do you the top 3 leadership traits? This an a “open loop” the
learner now wants to discover if he or she knows the top 3 traits are?
- Provide incomplete information – the learner encounter some of the content needed
for success but not all the content, the learner can then discover the necessary
information searching for the specific location going to uncertain ques if the information
is reveal or by collaborating by other learner.
- Make it clear that the answers or information the learner seeking can be found in the
content if we do know what to look.
- Space the clues and information out profusely, so the learner is discovered clues or
information at ferly regular intervals, and good spacing its important.
The idea of solving a mystery or solving a new information it’s good for any job and task
when the learner is have to do some type of investigation to find the root a problem or
to make decision based on what they discover.
Strategy games – is a popular type of game that inquires players to out with and out
mano bear players to careful decision making planning several moves we had and
attempting to predict outcomes.
- The best known strategy games is a chest where 2 player moves pieces when several
capabilities around the board and may attempt to check the opponent.
- The other strategy game is stratego original in this games 2 players establish and
obstructed battle field with marshals, minors, bumps, carnal, scars, and other military
position, the goal of this game is to capture your opponent flag which is Hignett inside of
the board the game requires a depends strategy which involve determining where the
opponent has hidden their flag, the game also includes the concept of incomplete
information and discovery.
- One of the best known computer strategy games is sidmeries civilization series the
game includes the concept of strategic thinking in turn to the activities of the player
which revolve around exploring, expanding, exploding and exterminating exponent. The
game offers multiple pulse victory including the pulmasy, culture, economic and military
victory among others the idea is to strategies the method of conquering the world
- Provide knowledge or information that Help the learner navigate complexity and
relationships among variables.
- The Classic Board game mouse strap in that game players works together to build
overly complex and complicated mouse strap by lending in the build spaces and creating
part of a trap.
- The video game example is a Mind Crap in this electronic game players are able to
build all type of things out of texture cubes in the 3D world, the cord game played
revolves around placing and breaking box, A box range from the grid and represents
different materials like urge, dirt, stone, three trunks and even water.
- The other example of constructing games is roller coaster tycoon in this electronic
game the player task is to build and maintain a successful amusement park to achieve
success the player has the ability to place rides in the park merogon round and Ferris
wheels as well as other rides, the player also have a doe to build a roller coasters. The
roller coaster can be costume build by the player, The player may can choose the type
of track the curve of the track and other elements to create a roller coaster they desire.
- A Virtual 3D World version of the construction game is second life, a second life is a
player provided the land and tool kit to build their own instructors vehicles and even
closed base on building blocks they called prints, prints are short to be primitive which is
basic gematric shape.
Building and constructing is a engaging process people like to view and show up items
they created, adding the construction dimension to the gamification can be motivating
as learners where to create new instructors.
- A simple example of pattern recognition is “tik tac toe” in the game the player attempt
to align 3 axis or 3 ooze before the opponent can do the same this process is requires
the players to both focus on the pattern if he or she is trading as well as focusing the
pattern of the opposing player in tik tac toe if both players are depth in pattern
recognition the game end in the sell mate
- The same concept that can be carried in electronic game is popular candy crash the
goal of this game is to find other patterns and align different candies. A similar concept
is tetrace the players quickly is to align shapes to create solve aligns across the game
strain when solve align is accomplish the align is disappear and the pieces is closed to
the bottom
- Start with more tangible patterns and then work toward more abstract patterns.
- Is to establish clear goals, the introduction of the goal is to purpose, focus, and
measurable outcomes. A goals provides the method of measuring the quality of gamified
interaction. In many gamified learning environment Goals are clear and visible both
figuratively and readerly.
- Strategies
- Moves
- Who Wins
The goals sustain the game and keep the player moving forward, A Goals give a player
the freedom and autonomy to use different approaches and methods.
Goals Must be
- Well structed
To help and sure that goal is fairly with the proper parameter
- Rules are established, this are rules indicating the maximum number of points that can
be earned, rules numbers describing how in school points, and rules indicating where is
lowerable and was not lowerable
- What you want the learner to know, or be able to do, as a result of their gamification
experience.
- Make sure your goals are clear and expulsed so everyone knows what they are.
- Make the rules a simple as possible so the learner may doesn’t confuse.
Goals, Rules, and Objectives are important foundation of elements in gamification and
needed to be carefully considered as part of the overall gamification effort.
Competition – Occurs When the opponents are constrained from impeding each other
instead devote effort to optimizing their own performance. A common examples of
competition across in racing games two players race to the finish line and each try to go
is quickly as possible but they don’t inner fear with the other player. Winning is
accomplish by being faster cleaver or more skills than the opponents, and not by
inflecting harm by opponent.
The N- effect – Keeping the numbers of competitors relatively small or few for
optimum engagement.
Cooperation – is the act of working with others to achieve a positive outcome. This is
the social aspect of games in gamification that many players enjoyed. Having learners
work together to achieve a learning goal or to compete against another teams can be
highly motivational because individual learners feel they are contributing to the larger
goal of helping their team, working together an achieving a goal is a winning states of
cooperative play.
- The game forbidden island uses cooperation as a strategy with all the players of this
game are working to each other to gather treasure and get off on the island before it
sinks.
- Educational Gamification often includes among teams but Cooperation of a players with
in each teams.
Remember:
- Foster Cooperation
- Team competition helps learners to develop a since of motivation, because they won’t
be their team down, they are working for their team and not just for themselves.
- A basic design in any gamification efforts start with the consideration of how learners
are interacting with one another.
Types of feedback
Corrective feedback – feedback that’s guide the learner toward the correct
instructional outcome. If the learner did the wrong thing he or she will be prompted
guided or pointed to the more appropriate actions or activity. In the case of corrective
feedback with you open the door and the alarm enough. the game will flash the
message the game will alert the guards next time looks for open windows.
Diagnostic feedback – feedback that attempts to diagnose why the incorrect response
was chosen. The attempts to correct comment misperception or ideas. With diagnostic
feedback with aspire adventure, the game may inform the learner that “yes” doors seem
like a natural options of entry into building. However not all doors are good entry points
to the buildings and some are alarm.
- The feedback would continue and tell the learner that in this case you failed to observe
the sign indicating the door was alarm, the sign you should look down for with small
worming labels and near by alarm belt.
Natural feedback – When the learner receives the same type of feedback he or she
would receive in the real world.
Artificial feedback – When the learner receives feedback in the form of text or an
explanation that would not be occur in the real world. Like flashing text above the door
says “do not enter”.
- Choose the feedback carefully by deciding how much feedback is required to move the
learner toward the learning goal.
- The Points, badges, and leaderboards, such as Storytelling, Feedback Loops and
Mystery thus elements are important for helping to motivate and engage learners.
Points – Help a player to identify how far they have. Progressed through a gamification
experience. And points can be used through the variety of purposes within gamification,
they can be used to reward progress and correct answers, and can be away of achieving
social status by displaying them to others, in some cases they can be used to unlock
content and even spence as currency to attain virtual or even physical goods.
Leaderboard – It is a list of the top scores in the game, viewable by all players. And
also it provides a chance to socially interact in discussion around the game and around
the high scores.
Badges – Typically awarded for nonlinear accomplishments within a game. This can be
a scoring strict or can be for collecting item within the game that are essential for
winning or extra venti on the game, Badges can be encourage the players to explore the
game environment.
- the one is easy to get as possible early in the game, so players are hook and one is
continuing playing.
- Avoid easy badges, giving a few badges early is okay, but too many is become a
meaningless.
- Provide points for everything you are manage/ Use points for management
- Use points as currency to give learners more autonomy over how rewarded for their
effort
Points, badges, and leaderboards can play key roles within gamification if applied
carefully and thoughtfully to the learning process.
Levels
The question is: How do you create gamification experience that appropriately
challenges players at multiple levels of expertise and experience?
- the answers is create a solution that is both easy and hard through the use of the
different level of entry. By providing an Easy, Intermediate, and Difficult levels of the
same game, more players are able to enjoy and partake in game play. Its easy to create
a harder levels first and then move on to create the middle level.
- Start by creating a difficult level, design for more experience players for faster bad
guys more challenging puzzles and less time to complete levels. And then move on to
create a novice level, where everything is slower and provide guidance and challenges
more manageable. The last is to Create the Intermediate Level, which is aim to the
middle level of the difficulty provide in a game space where most players well play, the 3
levels also increase the replay ability of the gamification effort.
Another 3 levels approach is to create a demonstration, practice and test mode with
each level providing different information and the different challenge.
Level 1, Demo Mode – this level is used provide knowledge and information and essence
the first level provides the instructions and teaching needed to perform the task, this
level is for someone who can complete nervous.
Level 2, Practice Mode – where the learners given guided and feedback or weather not
he or she performing the right task, this mode might provide errors, hints, and
instructions highlights and advice to the learner if he or she follows the procedure. This
level with give a enough help to guide the learner to achieving the goals.
Level 3, Test or “Free Play Mode” - where the learners not giving any guidance they
just have to play the game independently either successful or not, this would be the
level of most difficulty but also we have a chance to a learners to apply what they are
learning through ruckly to the task can hand and similar environment to what actually
doing in the job or in the classroom.
- Allow the learner to choose what level to used to enter the game
- Start the gamification effort with a tutorial level so learners can use the experience to
learn what they should be doing.
Storytelling within a instructional game allows learners abide scary experience through
the story which can be applied through the work situations or learning environment.
Story Elements
Characters
Plots
Tension
Resolution
Adding this elements together creates a effective story to a company the elements of
the game. Story elements is not only in engaging but to guide the learner through the
game as he or she attempts to fulfill the story elements and obtain the goal of the
game.
2. Problem builds tension on the story as the character may not know what to do or how
to react or worst may do the wrong thing.
This simple instructor can be used for game base story scenario to help learners
understand they must do to be successful in their environment.
The replay button or do-over gives the player permission to fail. In games failures is an
option and it’s a good one, allowing the player to play with minimum consequences and
courage’s expiration curiosity and discover based learning, knowing that you can always
start the games provides the sense of freedom, and players take advantage of that
freedom by placing the character into danger to see what will happen.
Games provide the opportunity to explore a set of rules to set hypothesis and to
remember which approach is to successful and which one is failed, this process can also
lead for effective learning.
Many games in gamification events have mechanism build in for overcoming repeated
failure, often this game provide an option to temporary level down to an easier level to
complete a mission or to provide progressively more and corrective feedback and
repeated attempts by the player. Failure its only an option at to appoint and progress
needs created by the game itself this can be a formed of lifeline, corrective, or
diagnostic feedback where even a highlighted arrow pointing the player to right
directions.
- Let the learner knows they have multiple chances for success
Encourage expiration and failure by designing replay ability into your gamification events
from the beginning.
Scoring – It’s a large part of gamification, it can help to determined the success or
failure on your effort. Therefore designer must carefully considered the formulas and
approach they take to scoring learners. Without scoring it’s difficult to learners to judge
their own performance and progress within the gamified event.
Scoring it’s a critical part of gamification keeping this concept of mind will help to create
the right scoring instructor for your gamified instructions.
SHORT QUIZ 002
Questions:
Questions:
Questions:
1. True – If you are an Extrovert and working with Introverts you have to give out
detailed agendas of a meeting before the meeting began and you have to know
them one on one.
2. True – Focus on the result versus titles and Focus on the process not the job
description.
3. True – If you are Introvert and working with Extroverts you have to respect their
needs to process by talking and schedule time to visit with them daily.
4. True – A polite and good excuse will be Bathroom, Bar or Bounce to other group.
5. True – Building Rapports is creating a relationship with another person.
6. True – There are 3 different types of rapport 1) Simple Rapport 2) Impromptu
Rapport and 3) Custom Rapport.
7. True – In having an Empathy conversation you have to listen attentively, reflect
head and heart and realize that "I'm sorry doesn't mean I failed".
8. True – Influence is a huge part of our everyday life and in the workplace we tend
to be overly relian on logical appeal when we persuade others.
9. True – Tactful Bragging is making a connection with the person you are
interacting with while sharing something about yourself that will help you stand
out.
10. True - "To evoke emotion, show emotion" is the best way to persuade a
person.
SHORT QUIZ 005 (EUTHENICS 02)
Questions:
1. Camel case method – Which of the following is not a Note Taking Method?
2. Attending to Subtle clues – Reading non-verbal signals that convey meaning
"Read Between The Line".
3. Valuing Logic – Analyze 1st, use cause and effect reasoning and listen for
details that may have the most impact.
4. Understanding the Big picture – It is being able to synthesize the core ideas
into a succinct review.
5. Valuing Appreciation – Understanding 1st, listen for compassion, maintain
harmony and look for new decision affect others.
6. Mental Filters – This is a Listening Challenge that is develop overtime as we
gain educational and professional expertise.
7. Multi-Tasking - This Listening Challenge harm your efficiency and productivity
because you can't focus completely to the speaker.
8. Edward Hall - An Anthropologist who observe and document people for non-
verbal gestures and publish a book titled "The Silent Language".
LONG QUIZ 02 (EUTHENICS 2)
Questions:
1. Valuing Logic – Analyze 1st, use cause and effect reasoning and listen for details
which may have the most impact.
2. Style, Situations, Strategy – Analyze 1st, use cause and effect reasoning and
listen for details which may have the most impact.
3. True – "To evoke emotion, show emotion" is the best way to persuade a person.
4. Multi-Tasking – This is a Listening Challenge which harms your efficiency and
productivity because you are unable to focus completely to the speaker.
5. Introvert, Extrovert – Fill in the blanks. If you are an _____ working with ____,
you have to respect their need to process by talking and schedule time to visit
them daily.
6. Extrovert, Introverts – Fill in the blank. If you are an _____ and you are
working with ____, you have to give out detailed agendas of a meeting before the
meeting begins and you have to know them one by one.
7. Empathy Conversation – In this conversation you have to listen attentively,
reflect head and heart and realize that "I'm sorry doesn't mean I failed."
8. Understanding the Big Picture – This refers to one's ability to synthesize the
core ideas into a succint review.
9. Mental Filters – This Listening Challenge that is developed over time as we gain
educational and professional expertise.
10. Bragging – Fill in the blanks. _______ in today's culture is not a choice but it is
already a necessity.
11. Camel Case Method – The following are deemed as Note Taking Methods
except:
12. Attending Subtitle Cues - Reding non-verbal signals that convey meaning, or
"Reading between the lines".
13. is making a connection with the person you are interacting with while sharing
something about yourself that will help you stand out.
14. True – Focus on the result versus titles and Focus on the process not the job
description.
15. Edward Hall – This American anthropologist was known for his observation and
documentation of people and their non-verbal gestures, all of which were
published in a book titled "The Silent Language".
Questions:
Questions:
1. Triggers – This are the things that leads you to feel higher level of stress,
tensions and anxiety.
2. Managing Accessibility – One of the best solution to avoid stress is
____________, which means disconnect or unplug.
3. Nausea, Fatigue, Headache - __________, ____________ and
____________ are example of Physical symptoms that is caused by Stress.
4. None of the choices – Which of the following is not a benefits of the 90/10
rule?
5. 10% - Based in the 90/10 rule, how many percent should you a lot in taking
breaks?
6. Anger, Excessive, Nervousness ___________ and ____________ are
Questions:
Questions:
1. Owning where you are and where you want to be “involves which
significant shift? Answer: From negative thoughts about yourself to positive
thoughts about your future you want to create.
2. This is one concrete way to begin visualizing your success?
Answer: Spend five minutes a day envisioning in detail what you want to achieve.
Answer: Match the size of your achievements - indulge, a large promotion deserves
that triple scoop of ice cream sundae.
4.True – When you recognize setbacks as minor issues, not fatal flaws, you can
accept failure as a necessary part of the improvement.
5. Todd Dewett believes that writing about the people, places, or events
that might explain our lack of confidence can help us recoggnize they don't
matter. Why?
Answer: Because writing about them help use see them in perspective so we can
share them with a close confidante.
9.True – Rewards help build self-confidence by showing the path towards where you
want to be.
10. According to Todd Dewett, it is important to "create a context that
supports your self-confidence." Which of the following serves as a step
towards creating this context?
TOPICS:
Thinking like a game designer: Part one
Game designer – creates worlds to entertain people drowning the story, design, and
character, when we create gamified content work creating a world to teach people using
similar techniques.
- Start the instruction with action when designing learning follow the same format.
- Create a sense of mystery within the instruction, In essence mystery is that what
happened and why element in learning, Learners are motivated to learned with don’t
know everything.
- Put the learners in a situation in which they can’t predict the outcome.
Thinking like a game designer it’s a good way to start thinking about making instructions
more game like and exciting.
Here even more ideas to how you came gamified the instructions by thinking
like a game designer:
- Show visible signs of progress, throughout the module give learners visible sign of
moving through the content, Provides clear evidence the progress has been made.
- Include progress reports often, games provides progress bar, levels, an coins to collect
all items indicating the players closer through the end goal.
- Don’t be afraid of fantasy, Game developers creates elaborate fantasy world to draw in
players and to place them outside their comfort zone, even when an area is realistic like
a battlefield there are often elements are made up or a pure fantasy.
Thinking like game designer and adding elements to your instructional design borrowed
from game designers will help you to create instructions that impact learners and keep
them fully engage in the learning process.
- Flip-chart paper
- Markers
- Spinners
- Additional elements
- Content
- Off-the-shelf platform
Look for a System that allows you to controlled how many points are available
for each activity:
The important thing to remember is you must carefully to determined when gamification
make sense and when is unnecessary, Gamifying all e-learning experiences for a learner
will result in a lost of overall effectiveness of gamification, think through a designed and
plan the desire outcomes before embarking instructions gamification. Don’t ignore or
dismiss it just be cautious.
Content Gamification – typically not available of the shelf, often it requires the
designed of the learning to be done regardless of underlying technology.
- Authoring tool
AMAU-ONLINE (EUTHENICS 2)
TOPICS:
The time management in industry is massive every year individuals, teams and
organizations spends million of dollars trying that harness the use of time.
The 3 Simple Idea that will change how you use your time everyday to make
yourself more productive.
1. the 80/20 rule – you should never invest more than half of your time 50% in the 80%
file, if you ever feel pressure to spend too much time on the file of work you can adjust
gonna do, but you know does not strategically important.
Automate
Outsource
Delegate
- Every day we have your own mental peak right? Were work feels almost fun problems
feel no problem at all.
- Leave your workspace, Offices seems oddly designed to maximize disruptions, Instead
of what we really need is maximizing deep thought so if people in offices you know
sometimes they should close the door, Open door management it’s so wonderful idea
but sometimes you need quite time to really think, If you work in a cube sometimes get
up walk away in find.
- Turn off distractions, stop allowing distractions to take you away from deep thought
during your Einstein Window.
- Start to get proactive about Broadcasting your Availability find some ways to let people
know, How open you are being interrupted, and the color represented their availability
so for examples they use RED, GREEN, and YELLOW. When you walk up in someone’s
cube, and if you see the green squares setting outside the cube you knew the life is
okay, its okay to stop then end or announce and speak someone and interrupt what
their doing. And you walk up in the cube and you see Yellow that mean you use caution
their busy. And the Red cube that mean danger stay away, I am working hard against
the stuff deadline.
- Reduce those distractions and then take the final steps to make sure to start
broadcasting that everyone what your real availability is when you do that you will know
to protect the integrity of the Einstein Window.
Conclusion:
- It’s one thing to understand that gonna focus on 20% that really important work. And
how protect that window, when you put all 3 together it’s amazing how your productivity
go to the next level bringing you all kind of your successes because you learned how to
manage your time.
Give out detailed agendas before meeting, encourage them to come to the
meeting prepared to comment on certain topic
Get to know them one on one, and Introverts contrary to one of the mis about
them or not anti-social they simply prepared socialize and pairs or very small
groups.
Entering a conversation
Group Entering and Exiting Communication Tips can be effective and teachable. Observe
people who demonstrate them gracefully and practice your skills with every opportunity
you have.