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Game Based Learning: Is It Appropriate For My Association?

Association eLearning

Here are the top 3 game features more tailored to male players: Mastery – while women want to achieve mastery of relevant tasks, men seem to be driven to master any challenge, regardless of the context. Badging works well here, allowing male players to achieve the highest levels. Demographics – Men are from Mars….

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Pay Gap, Accessibility, Tools: ID Links 4/11/23

Experiencing eLearning

Julie reviews some of the reasons women are often paid less and the problems with putting the burden of fixing the problem on women. Verbit Smart Player – Verbit Video player with interactive transcripts and accessibility features like high contrast and audio description tracks.

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Improving team performance with collaborative problem-solving

CLO Magazine

High-performing teams are measured in myriad ways, but two characteristics that are crucial to a team’s performance are collaborative problem-solving and the desire for individual team members to help one another succeed. Negotiation: Map the players, what each party wants and what’s at stake.

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Four Articles & Papers Defining this thing called #Gamification

Kapp Notes

…some authors define gamification as A) a process of market expansion, which transforms non-players in players (or non-gamers in gamers) and non-games in games. Does gamification provide an opportunity to help schools solve difficult problems related to motivation and engagement.

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Growth Mindset, AI, and More: ID Links 3/14/23

Experiencing eLearning

However, even their provided example has significant problems (weak objectives, low-level multiple choice questions, a truly terrible scenario). For example, how would you make a version of the game UNO usable to DeafBlind players?

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Learning Game Design Series, Part 1: Play and Evaluate Games

Knowledge Guru

Many of us enjoy feeling victorious, particularly if we gained victory by mastering a difficult problem or challenge. Collecting – lots of games feature a collection “dynamic” where players’ goal is to collect certain things. Is the game “balanced” in the sense that it accommodates different player levels?

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Thinking about Gamification in Learning and Instruction

Kapp Notes

The elements are rules, goals and clear outcomes, feedback and rewards, problem solving, players, safe environment, and sense of mastery. In addition to the elements of games, there are also a number of game dynamics or actions which take place while a player is engaged with a game. Major Categories Identified. Copier & J.