portenkirchner / collective / tags / gamification

Tagged with “gamification” (5) activity chart

  1. Gamification of University Life | Spark with Nora Young | CBC Radio

    Nora Young speaks with Elizabeth Lawley. She’s a professor of interactive games and media, and head of "Just Press Play" at the Rochester Institute of Technology. They talk about adding a "game layer" to education. Click the Listen button to stream this interview now, or download the podcast here.

    http://www.cbc.ca/spark/full-interviews/2012/11/26/gamification-of-university-life/

    —Huffduffed by briansuda

  2. Freakonomics: What’s wrong with cash for grades?

    http://www.freakonomics.com/2012/07/11/whats-wrong-with-cash-for-grades-a-new-marketplace-podcast/

    —Huffduffed by briansuda

  3. Gamification: why shouldn’t life be a game? - Future Tense - ABC Radio National (Australian Broadcasting Corporation)

    There are lots of examples of how games and a sense of play can engage people. But as the barriers between the gaming world and the real world break down, does that mean we can use more aspects of gaming in our everyday lives? The idea of gamification—using game mechanics to make changes in the real world—is growing. But is it possible to turn everything into a game?

    http://www.abc.net.au/radionational/programs/futuretense/gamification-why-shouldnt-life-be-a-game/3667492

    —Huffduffed by adactio

  4. The Atlantic Meets The Pacific: Exploring the Future of Gaming and Alternate Realities with Will Wright

    Will Wright, creator of the Sims and the Spore, talks about the future of video games and digital learning in this conversation with Alexis Madrigal of The Atlantic. This program is part of The Atlantic Meets The Pacific, sponsored by the Atlantic and UC San Diego. Series: "The Atlantic Meets The Pacific".

    http://www.uctv.tv/search-details.aspx?showID=22776

    —Huffduffed by adactio

  5. The Behavior Change Checklist. Down With Gamefication

    At the end of 2010, I left my post as Creative Lead for Firefox to found Massive Health on the assumption that a design renaissance could help change people’s behavior to make them a bit more healthy. That’s rather an assumption. Behavior change is hard. Health is hard. It is yet to be seen if I’m an idiot. With all this talk of gameification, serious games, and social connectivity, what cognitive psychology principals underly all of this hype? What isn’t anecdotal? What works? Whether it is health, finance, email, or games, this talk delves into the literature of behavior change to give you a checklist to use in your designs.

    —Huffduffed by briansuda