52 Matching Annotations
  1. Oct 2024
    1. Résumé de la vidéo [00:00:00][^1^][1] - [00:13:39][^2^][2]:

      Cette vidéo explore KidZania, un parc d'attractions pour enfants qui simule le monde du travail et de la consommation. Elle examine les aspects éducatifs et publicitaires du parc, ainsi que les implications idéologiques.

      Points forts : + [00:00:00][^3^][3] Introduction à KidZania * Parc d'attractions éducatif pour enfants * Présent dans une vingtaine de pays * Conçu pour initier les enfants au monde du travail + [00:01:20][^4^][4] Fonctionnement du parc * Mini-ville à taille d'enfant * Enfants reçoivent de l'argent fictif (Kidzos) * Activités de jeu de rôle pour gagner et dépenser des Kidzos + [00:02:28][^5^][5] Partenariats avec des entreprises * Activités gérées par de vraies entreprises * Exemples : Nivea, McDonald's, Pizza Hut * Entreprises paient un loyer pour être présentes + [00:05:00][^6^][6] Critiques et analyses * Mélange de communication éducative et publicitaire * Idéalisation du marché et du travail salarié * Absence de secteurs publics et de concurrence + [00:10:42][^7^][7] Implications idéologiques * Présentation du capitalisme comme une évidence * Fantasmagorie du capital dans l'architecture du parc * Différence entre la perception des enfants et celle des adultes

  2. Jul 2024
    1. So how do you decide which games to play? The story of gamification offers five broad rules.

      1) choose long-term goals - if you did the same thing today for the next 10 years, where would you be? 2) choose hard games - hone skills and build characters through long-term games 3) choose positive-sum games - games where every player is benefitted by playing 4) choose atelic games - games that you enjoy the process of, not the reward 5) - choose immeasurable rewards - freedom, meaning love

    2. There is, after all, a vacancy in heaven. When God is dead, and nations are atomized, and family seems burdensome, and machines can beat us at our jobs and even at art, and trust and truth are lost in a roiling sea of AI-generated clickbait — what is left but games?
    3. Companies that exploit our gameplaying compulsion will have an edge over those who don’t, so every company that wishes to compete must gamify in ever more addictive ways, even though in the long term this harms everyone. As such, gamification is not just a fad; it’s the fate of a digital capitalist society. Anything that can be turned into a game sooner or later will be. And the games won’t just be confined to our phones — “extended reality” eyewear like Meta Quest and Apple Vision, once they become normalized, will make playing even harder to avoid.
    4. Kaczynski’s theories eerily prophesize the capture of society by gamification. While he overlooked the benefits of technology, he diligently noted its dangers, recognizing its role in depriving us of purpose and meaning. Today the evidence is everywhere: religion is dying out, Western nations are culturally confused, people are getting married less and having fewer children, and many jobs are threatened by automation, so the traditional pillars of life — God, nation, family, and work — are weakening, and people are losing their value systems. Amid such uncertainty, games, with their well-defined rules and goals, provide a semblance of order and purpose that may otherwise be lacking in people’s lives. Gamification is thus no accident, but an attempt to plug a widening hole in society.
      • god, nation, family and work - traditional pillars of life
      • it's exactly like cikszentmihalyi had said on flow state, that it's addicting and we'll go to far lengths just to experience it all over again
    5. Kaczynski argued that such conveniences didn’t make us happy, only aimless. And to stave off this aimlessness, we had to continually set ourselves goals purely to have goals to pursue, which Kaczynski called “surrogate activities”. These included sports, hobbies, and chasing the latest product that ads promised would make us happy.

      this is interesting. we set goals just to have goals to pursue. we're chronically addicted to problem-solving.

    6. These features turned social media into the world’s most addictive status game.
    7. Respect is so important to humans that it’s a key reason we evolved to play games. Will Storr, in his book The Status Game, charted the rise of game-playing in different cultures, and found that games have historically functioned to organize societies into hierarchies of competence, with score acting as a conditioned reinforcer of status. In other words, all games descend from status games. The association between score and status has grown so strong in our minds that, like pigeons pecking the button long after the food dispenser has stopped dispensing, we’ll chase scores long after everyone else has stopped watching.
    8. Most of the feedback loops in employment — from salary payments to annual performance appraisals — were torturously long. So Coonradt proposed shortening them by introducing daily targets, points systems, and leaderboards. These conditioned reinforcers would transform work from a series of monthly slogs into daily status games, in which employees competed to fulfil the company’s goals.
      • daily targets
      • point systems
      • leaderboards
  3. May 2024
    1. They check many boxes for flow – the main characteristic that makes us addicted to video games. Challenge – A goal that is within reach and tests your skill. Skill – If your skill is too low for the challenge, you get anxious. If it is too high, you get bored, indicating that you need to choose a greater or lesser challenge rather than give up. Clarity – A hierarchy of greater to lesser goals makes it easier to start moving toward your vision for the future. Feedback – You know exactly when you are making progress and that feels good. You don’t feel trapped in a cycle of repetitive tasks that lead to nowhere. Rules – Rules or boundaries frame how you perceive the world. Your mind has more space to notice information that aids in the achievement of your goals. When you turn your life into a game, you become obsessed with progress.

      Gamify one's life to get progress if necessary. Integrate into systems.

  4. Apr 2024
    1. This technology allows app creators to make the tedious learning process hassle-free and entertaining. The importance of play in the educational process also has a scientific rationale; in this research paper, Pho and Dinscore support that brains make new synapses faster through game-based learning.

      importance of play in the educational process has scientific rationale,

  5. Jan 2024
    1. https://betterhumans.pub/i-built-my-own-personal-productivity-system-around-a-3-x-5-index-card-147d7a8d83de

      Melange of GTD, card index, and gamification....


      Update 2024-01-04: I knew I had heard/seen this system before, but not delved into it deeply. I hadn't seen anyone either using it or refer to it by name in the wild until yesterday. All the prior mentions were people sharing the URLs as a thing rather than as something they used.

  6. Jul 2023
    1. Found this while looking for gamified ways to teach people how to spot/identify bias.

      Seems to be primarily targeted toward educators. Checkology does routine maintenance during July to delete all student accounts, and I was unable to create an account to see what this is like.

    1. A website I found while trying to look for gamified ways for people to learn how to spot/identify bias.

  7. May 2023
  8. Jan 2023
    1. is zettelkasten gamification of note-taking? .t3_zkguan._2FCtq-QzlfuN-SwVMUZMM3 { --postTitle-VisitedLinkColor: #9b9b9b; --postTitleLink-VisitedLinkColor: #9b9b9b; --postBodyLink-VisitedLinkColor: #989898; }

      reply to u/theinvertedform at https://www.reddit.com/r/Zettelkasten/comments/zkguan/is_zettelkasten_gamification_of_notetaking/

      Social media and "influencers" have certainly grabbed onto the idea and squeezed with both hands. Broadly while talking about their own versions of rules, tips, tricks, and tools, they've missed a massive history of the broader techniques which pervade the humanities for over 500 years. When one looks more deeply at the broader cross section of writers, educators, philosophers, and academics who have used variations on the idea of maintaining notebooks or commonplace books, it becomes a relative no-brainer that it is a useful tool. I touch on some of the history as well as some of the recent commercialization here: https://boffosocko.com/2022/10/22/the-two-definitions-of-zettelkasten/.

  9. Dec 2022
  10. Jul 2022
  11. bafybeibbaxootewsjtggkv7vpuu5yluatzsk6l7x5yzmko6rivxzh6qna4.ipfs.dweb.link bafybeibbaxootewsjtggkv7vpuu5yluatzsk6l7x5yzmko6rivxzh6qna4.ipfs.dweb.link
    1. While the term “mobilization system” is new, the underlying ICT techniques have beenexplored for at least a decade or two, under labels such as “persuasive technology”, “collaborativetechnology”, “user experience”, and “gamification”. This paper will first review a number of suchexisting approaches and then try to distill their common core in the form of a list of mobilizationprinciples. Finally, we will sketch both potential benefits and dangers of a more systematic andwidespread application of mobilization systems.

      Examples of existing types of mobilization systems: 1. Persuasive technology 2. collaborative technology 3. user experience 4. gamification

  12. May 2022
    1. A guiding principle will be to make the hyper-response as not only fun and enjoyable as possible but also meaningful via a vibrant grand narrative approach that connects the mission to conceptions of identity, values, and evolving worldviews.

      Gamification will play a critical role to tap into the human psychology that will encourage proactive action. Bend-the-Curve is the glocal game proposed as a way to mobilize ordinary citizens aggregate community scale response teams.

      As part of this gamification, a private Transform application within the public and open Indyweb can facilitate individual inner transformation, synchronize that to individual outer (behavior) transformation and synchronize that to collective inner and outer transformation at the respective community collective scale and finally aggregating all community impacts, to the global collective transformation scale. Built in data privacy of the Indyweb insures that everyone can contribute data to the aggregator in a completely anonymous way. All of this is designed to operationalize Donella Meadow's insight that inner transformation of worldviews, paradigms and value systems is the most powerful of all leverage points.

    2. For four years, an accelerated and intensive global effort will be made to reduce greenhouse gas emissions and restore ecological stability. It will be “fast and furious” because it will involve startup action as well as implementation. It is focused on the remaining “low-hanging fruit” for fastest global reductions

      The Tipping Point Festival can introduce the Bend-the-Curve (BtC) gamification to engage as many cities, towns, rural communities and bioregions as possible. A 3 year research program to dis-aggregate planetary boundaries can allocate a fairshare of local biophysical targets each city, town, rural community and bioregion must aim to achieve if we as a civilization are to meet the 1.5 deg C target, as well as other Anthropocene and planetary boundary targets.

      Doughnut economic framework can be adopted immediately and educated across all communities to plant seeds of local change actor chapters who can start their own local doughnut economies and begin reshaping their local economy into circular bio WEconomies.

      When the dis-aggregated planetary boundary metrics are available, then each community can adopt and aim to bend their local curve, in order that we altogether bend the global curves back to a safe operating space.

      it may be questionable whether we are able to develop highly accurate targets, but even if we are close enough, the greater value is to allow citizens to have a tangible and compelling and measurable reason to work together, organize and mitigate our human impacts in a systematic way. In this way, we can expose the hyperthreat by breaking it down into digestable, identifiable pieces that are cognitively more accessible and can lodge into the salience landscape of the individuals of a community.

    1. He and his fellow bot creators had been asking themselves over the years, “what do we do when the platform [Twitter] becomes unfriendly for bots?”

      There's some odd irony in this quote. Kazemi indicates that Twitter was unfriendly for bots, but he should be specific that it's unfriendly for non-corporately owned bots. One could argue that much of the interaction on Twitter is spurred by the primary bot on the service: the algorithmic feed (bot) that spurs people to like, retweet, and interact with more content and thus keeping them on the platform for longer.

  13. Apr 2022
    1. So be curious. Be creative. But don't take it too seriously. Learn to like technology, not be afraid of it.

      For curiosity and creativity. To like technology, not be afraid of it. Useful or less useful, to change the world or not. Technology is everywhere, that's why we should learn about it.

  14. Feb 2022
    1. At its most extreme, districts have implemented entirely scripted lessons for teachers to recite. It is commonplace to visit an educational conference and be sold on the idea of entirely pre-made lessons. They're "teacher-proof."

      again, like gamification. teacher-proof! Epic engagement at the drop of a hat!

    2. As a result, the school feels like they've made change through new buzzwords and professional development, but the end result feels and looks really similar to what was in place before

      sounds like #gamification then!

  15. Sep 2021
    1. "The current results have been established due to two test phases with a very small amount of payed testers, and thus can not enable to elaborate the total waste heat potentials in Vienna and Graz."

  16. May 2021
    1. It's important to know when gamification will work and be beneficial and to know when it may be harmful.

    2. Amazon seems to understand this: They’ve kept their gamification program entirely optional so employees who enjoy it can use it, but it isn’t imposed on anyone.

      Optional gamification can be a useful too.

    3. What matters most is how the people playing the game feel about it.

      Gamification may only work if the people who are playing the game understand it, enjoy it, and participate.

    4. The researchers had asked everyone in their game a set of questions: Did people follow the game? Did they understand the rules? Did they think it was fair? These questions were designed to measure which salespeople had “entered the magic circle,” meaning that they agreed to be bound by the game’s rules rather than the normal rules that ordinarily guide their work. After all, if people haven’t entered a game mentally, there’s no real point to it.Sure enough, the salespeople who felt that the basketball game was a load of baloney actually felt worse about work after the game was introduced, and their sales performance declined slightly. The game benefited only the salespeople who had fully bought into it—they became significantly more upbeat at work.

      Ethan Mollick and Nancy Rothbard experiment https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2277103 about gamification in a sales setting shows that gamification only works for those who buy into it.

      Is this similar to ideas like the placebo effect or potentially for cases like Eastern Medicine where one might need to buy into it for the effects to matter to them?

    5. The volunteers who received recognition for their efforts were 20 percent more likely to volunteer for Wikipedia again in the following month and 13 percent more likely than those who earned no praise to be active on Wikipedia a year later.

      Jana Gallus, an economist studying for her doctorate at the University of Zurich ran a test on gamification of Wikipedia that showed a 20 percent jump in volunteerism over a month and 13 percent over a control for a year.

  17. Feb 2021
  18. Oct 2020
    1. Takentogether,theresultsofthissystematicreviewsuggestthatgamificationcanincreaseengagementinonlineprograms,andenhancerelatedoutcomes,suchaslearningandpossiblyhealthbehaviour.Mostresearchtodatehasevaluatedtheimpactofmultiplegamificationfea-turesusedincombination.Preliminaryevidencesuggeststhatleaderboardsmaybea particu-larlyusefulformofgamificationtoincreaseengagement.It appearsthattheefficacyofgamificationforincreasingengagementmayhavea timeeffect,witha clearpositiveimpactinstudiesconductingactivitiesina singlesitting,withresultsmoremixedforstudiesexamininggamificationandengagementovera sustainedperiod

      Gamification, that is, adding game features to an otherwise dry college course, helped get students engaged. Leaderboards were more effective than badges and points and for a longer time. People did seem to lose interest in the game after a while. 8/10

    1. How To Make Online Corporate Learning Fun During Lockdown

      (Available in text or audio.) This article provides basic principles (agenda, duration) and technologies (gamification, discussion boards) and activities to keep employees engaged in online learning. While this provides strategy, it does not provide implementation guidance within the corporate environment. (2/10)

    1. While many blogs get dozens or hundreds of visitors, Searls' site attracts thousands. "I partly don't want to care what the number is," he says. "I used to work in broadcasting, where everyone was obsessed by that. I don't want an audience. I feel I'm writing stuff that's part of a conversation. Conversations don't have audiences."

      Social media has completely ignored this sort of sentiment and gamified and psychoanalyzed it's way into the polar opposite direction all for the sake of "engagement", clicks, data gathering, and advertising.

  19. Dec 2019
    1. Games are fantastic at motivating mundane activity—how else can you explain all that time you've spent on mindless fetch quests? Habitica, formerly known as HabitRPG, tries to use principles from game design to motivate you to get things done, and it's remarkably effective
  20. Mar 2019
    1. 7 Gamification Strategies for Corporate Training

      This article by the Tech Edvocate discusses seven ways to gamify corporate training. I find this personally important because I often use games to teach my adult learners about some of the most boring topics. (For instance, I'm currently creating training to explain the theory and calculations behind a very complex distribution management software tool. Imagine explaining how a calculator works to provide correct answers to math equations, then multiply that a few times. It's tough.) According to this article, in order to gamify, instructors can specify learning objectives, use reward systems, incorporate social interaction, and challenge learners to make gamified learning successful. 8/10

    1. 5 technology enabled learning trends in 2017 This article was produced by a credible publisher and is included here because it points to the need for both mobile learning and micro learning. The authors assert but do not provide data for the increasing need for microlearning. This form of learning is said to be important because it is associated with the real world. Rating 4/5

    1. This site includes links to brief discussions of more than 100 learning theories, some of which relate to technology enhanced learning. Those include gamification and online collaborative learning among others. Usability is adequate and this is sufficient for an introduction to the theories though not necessarily a nuanced understanding. rating 4/5

  21. Nov 2018
    1. How Technology can Shape Adult Education

      The author provides a brief overview of methods that technology can be used in adult education. Specifically, gamification and virtual reality are described to be ways to make adult education fun and interactive. Rating: 4/5

  22. Jul 2018
    1. I’m thinking about video games, and how I learn playing them.

      Important anecdote for thinking about "gamification". The idea that games produce their own learning, without social structures or personal reflection processes, is over-simplistic.

      (Sidebar: a colleague once said to me "Gamification means making a (crummy) game. I want to make good games with my students.")

  23. Aug 2017
  24. Jun 2017
    1. he biggest problem with gamification is that its output, like with video games in general, can be cognitively reduced to its basic mechanics

      https://www.youtube.com/watch?v=UbQbiK5oQXI

      Elaborate speech by Stephanie Morgan on why Gamification sucks.

  25. Feb 2017
    1. nteraction designers try to impose structures upon human action by shaping coercive environments where people are punished if they do things the “wrong way” and by hiding or not providing options for changing artifact adaptations. Interaction design mediates human agency and power, but if it does not provide choices for action, there is no room for ethics: people act based on conditions, not on considerations of what should be done.

      Point on reward & punishment feedback is a really good point, darkpatterns comes to mind.

      If IxD does not provide choices for action, there is no room for ethics: People act based on conditions, not on considerations of what should be done

      This reactive behaviour is what UX practioners of gamification feel proud to do. It's disgusting to see them feel proud doing it, how come they feel no remorse doing it?. I too will have to do it in the near future, but I won't fucking have a glitter in my eye and a wide smile across my face doing it.

  26. Sep 2016
    1. Take-Two Interactive Software, Inc., 2K and Firaxis Games Partner with GlassLab Inc., to Bring CivilizationEDU to High Schools Throughout North America in 2017
  27. Apr 2016
  28. Feb 2016
    1. gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway.

      Q: What is the definition of the "Gamification" that he's talking about?

      parents & teachers are a couple of examples of people who've been using strategies or tricks if you will that fall under "gamification" as I understand it to motivate children to learn or to do something in a more fun way

  29. Aug 2015
  30. Jul 2015
    1. “Real-time data and quantitative benchmarks are the reason why gamers get consistently better at virtually any game they play: their performance is consistently measured and reflected back to them, with advancing progress bars, points, levels, and achievements. It’s easy for players to see exactly how and when they’re making progress. This kind of instantaneous, positive feedback drives players to try harder and to succeed at more difficult challenges. That’s why it’s worth considering making things we already love more gamelike. It can make us better at them, and help us set our sights higher.” (Jane McGonigal, Reality is Broken)

      Full book title: Reality is Broken: Why Games Make Us Better and How They Can Change the World.