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#7609292 Apr 01, 2013 at 10:34 AM
Herald
60 Posts
#7609048 Leedale wrote:

It really sounds like, then, that the Google Docs could be useful for several of the points in the list:

1) Use an experience system
2) Multiple long and short term aims
3) Reward for effort
4) Rapid frequent clear feedback
5) Element of uncertainty
6) Window of enhanced attention
7) Other people

It looks especially like Google Docs (Drive, whatever they're calling it this month) works for rapid frequent clear feedback. I like your idea, Mina, about using a quiz to get students further in your IF.

I've read about systems that have those kinds of mechanics built in (Edmodo for example), but I'm always leery about introducing too many different regular websites for students to use.



I share this reticence. I've switched to using all Google apps because, as you point out, they really do allow you to address all 7 reward principles. I have all students create a Google account (many of them already have one) and that allows them to use all apps for the class (Google+ for communication, Blogger for blogs, Sites for websites and wikis, etc.) with a single username and password. And since all Google apps are linked, it reduces leg work for the students (their blog posts automatically get published to Google+ for example).

I'm using the AXMA program (which is a version of Twine) to write the IF and it allows hyperlinking to outside sites and it may even allow embedding HTML (haven't gotten that far into writing the game yet), so since Forms provides an embed code, I may be able to just embed the quiz directly into the game.
a.k.a. Tanya Sasser
English Instructor
Jacksonville State University
@TanyaSasser
Remixing College English
“I'm trying to free your mind, Neo. But I can only show you the door. You're the one who must walk through it.” ~Morpheus, The Matrix
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#7616949 Apr 02, 2013 at 08:02 PM · Edited over 4 years ago
Initiate
11 Posts
Mobile Game: Touchy Words

1) Uses an experience system
No experience points. Experience provides insights to improving scores, though.

2) Multiple long and short term aims
Short term aim is spell a word fromt the letters displayed. Letters enter the screen from the right and if not played in time, exit off the left.
There are a set number of letters available.
Long term aim is get as many points as possible and maintain a high average.

3) Reward for effort
Higher points are rewarded for good effort, i.e., finding words to spell. Spelling unusual words yields a higher score.

4) Rapid frequent clear feedback
Sound effects mark different milestones in the game.
If you misspell a word you are not awarded any points.

5) Element of uncertainty
The element of uncertainty is whether your brain is going to make associations quickly to form words.

6) Window of enhanced attention
No big surprises but when you come up with a great word you immediately hunker down and try to beat it.

7) Other people
The game compares your scores with others playing the game and gives you a ranking. There is no direct competition with others.
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#7621845 Apr 03, 2013 at 08:36 PM
Guild Officer
187 Posts
" 1) Uses an experience system No experience points. Experience provides insights to improving scores, though"

Great way to describe it! It makes for some great intrinsic motivation, too! That would be great to figure out how to work this into scaffolding assignments somehow.
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