Thursday, January 31, 2013

"Games are the most elevated form of investigation." Albert Einstein

Gameful Engagement  -   RESOURCE LIST

Will Hale Gamefulness Presentation.
The enjoyment of being fully engaged offers the greatest motivation. We will explore intrinsic self-rewarding activities to inspire positive emotions, personal strengths and social connection to improve the effectiveness and involvement in working with kids.

Will Hale is an engagement specialist – experience generator and greatness amplifier.
Will Hale performs for 1000’s of kids every year. As a full-time kid’s musician since 1990, Will focuses on engaging kids in direct personal experience to gain useful life skills. Will Hale offers exciting concerts for kids and families, festivals, community events, daycares, elementary schools, parks and recreation, concert series, churches, libraries, private parties and pretty much everywhere there are kids!     www.willhale.com       651-307-3849   

      Keep scrolling!!!   and then keep scrolling!!! There is plenty of great info to keep you busy!

Videos and game descriptions from previous Will Hale game presentations, including the Abundance Thank You Game, Peace Pause, Yes Clap and many more! http://tadpolegames.blogspot.com/


Gamefulness can be a confusing term because it is using game design mechanics and intrinsic rewards in non-game situations. The Quest to Learn school is an innovative example that borrows key game participation mechanics for instruction and assessment.to create a fertile learning environment.

The Quest to Learn school is an innovative game-like learning example that borrows key game participation mechanics for instruction and assessment.    http://q2l.org/      

The Institute of Play pioneers new models of learning and engagement.   

Jane McGonigal  -  http://janemcgonigal.com    
Author of Reality is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal: TED Talk - Gaming can make a better world   
http://www.youtube.com/watch?v=dE1DuBesGYM

Sir Ken Robinson: Do schools kill creativity?
This is a classic you might have seen. He is awesome. I have watched tons of his videos!
http://sirkenrobinson.com   lots of resources – video – audio

Dan Pink: The puzzle of motivation

Games for Changehttp://www.gamesforchange.org/
Their mission is Catalyzing Social Impact Through Digital Games, and they are Rocking it!

The Institute of Play pioneers new models of learning and engagement. They are key partners in the Quest to Learn schools in NY and Chicago. The Institute of Play has all kinds of great free resources but you might need to hunt around their website a bit. Here is a good starting link, click on the photos to find out about some of the great work they are doing.    http://www.instituteofplay.org/work/

Excellent curriculum and design resources from the Quest Schools on game-like learning.
The Q Curriculum Design Pack and Q School Design Pack pdf files are available for free download.  http://www.instituteofplay.org/work/projects/q-design-packs-2/

Education Arcade MIT http://www.educationarcade.org/   excellent research and resources


Chore Wars is a free game that lets you claim experience points for household chores. By getting other people in your house or workplace to sign up to the site, you can assign experience point rewards to individual tasks and chores, and see how quickly each of you levels up.

Good Video Games and Good Learning - article by James Paul Gee

Tony Wagner "Change Leadership: Transforming Education for the 21st Century"

Ellen Galinsky - Mind in the Making - Seven essentials life skills every child needs.

Mindset: The New Psychology of Success - book by Carol Dweck
Growth Mindsets and Motivation

Meaningful Play: Getting Gamification Right

Daphne Bavelier: Your brain on video games   

Can Technology Change Education? Yes!: Raj Dhingra     

Tom Chatfield: 7 ways games reward the brain

Will Wright: Spore, birth of a game
An interesting look at the vision and expression of master game designer Will Wright

Games for Learning Institute  http://g4li.org/about

3 Kid friendly, beginner game design programs:   (mostly for age 7+)

Gamestar Mechanic  - http://gamestarmechanic.com/parents 
A fun interactive game that teaches game design with the ability to create and share games. The first level is free but there is a cost for higher levels.

Free MIT programing software for kids – (fairly technical concepts with a bit of a learning curve but accessible) Scratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the web. As young people create and share Scratch projects, they learn important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.

Gam-o-matic  –  http://game-o-matic.com/ 
No programming required, free simple game design program. Wacky, quirky and good for experimentation.


Definitions: Terminology                                                     www.willhale.com

Gamefulness – using game design mechanics and intrinsic rewards in non-game situations.
The Quest to Learn school is an innovative example that borrows key game participation mechanics for instruction and assessment.to create a fertile learning environment.

“Playing a game is the voluntary attempt to overcome unnecessary obstacles”   
 from Bernard Suits  *Note: no mention of winning, high activity, competition, badges of leader boards.

A game is an activity that requires at least one player, has rules and a “victory condition” (goal)   from Scott Rogers – Level Up

          Four Defining Traits of a Game – from “Reality is Broken: by Jane McGonigal

1. The Goal is the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game. The goal provides players with a sense of purpose.

2. The Rules place limitations on how players can achieve the goal. By removing or limiting the obvious ways of getting to the goal, the rules push players to explore previously uncharted possibilities. They unleash creativity and foster strategic thinking.

3. The Feedback System tells players how close they are to achieving the goal. It can take the form of points, levels, a score, or progress bar. Or in its most basic form, the feedback system can be as simple as the players’ knowledge of an objective outcome: “The game is over when…” Real time feedback serves as a promise to the players that the goal is definitely achievable and it provides motivation to keep playing.

4. Voluntary Participation requires that everyone who is playing the game knowingly and willingly accepts the goal, the rules and the feedback. Knowingness establishes common ground for multiple people to play together. And the freedom to enter or leave a game at will ensures that intentionally stressful and challenging work is experiences as safe and pleasurable activity.

















Flow – The flow experience is one of the most universally euphoric experiences human beings enjoy.  Based on the research of psychologist Mihaly Csikszentmihalyi - A balance of challenge and skill to avoid anxiety or boredom and create optimal engagement and learning.  

Mihaly Csikszentmihalyi  defined eight dimensions of the flow experience:
1. Clear goals and immediate feedback
2. Equilibrium between the level of challenge and personal skill
3. Merging of action and awareness
4. Focused concentration
5. Sense of potential control
6. Loss of self-consciousness
7. Time distortion
8. Autotelic or self-rewarding experience

 
Fiero – the Italian word for moments of personal triumph. (also triggers biochemical reactions) If flow represents the optimal human capacity to learn, fiero is the payoff that happens once we are in flow.     

Intrinsic rewards –  the most powerful motivation we have, other than our basic survival needs. Extensive research supports why intrinsic rewards are essential for our happiness and life fulfillment.

1. Satisfying work 
2. The experience or hope of being successful 
3. Social connection
4. Epic meaning, to belong and contribute to something of lasting significance.

We need a new mindset that embraces behavior fueled by the inherent satisfaction of the task itself.    “We win by PLAYING the game”

Epic Win –  A triumphant accomplishment or unexpected major win. A good game changes the way we see ourselves and what we are capable of. Epic wins are often the result of doing something we thought was impossible until we did it.

Mechanics – usually tools and measures for feedback and gameplay  -
XP(experience points) – Level up – unlocking resources - leader boards - awards

Transparent learning -  Kids don’t see jumping around playing air guitar as exercise or as a way to prevent obesity. There are often deep unseen learning experiences in every activity kids participate in. Kids do not suspect that cooperative games teach skills of building trust, mutual regard, acting purposefully in collective commitment, sharing resources, synchronizing efforts and accomplishing things that would be impossible to do alone.

A Little Wisdom:

"Games are the most elevated form of investigation." Albert Einstein

We cannot build the future for our youth—but we can build our youth for the future.
- Franklin D. Roosevelt

"Children are remarkable for their intelligence and ardor, for their curiosity, their intolerance of shams, the clarity and ruthlessness of their vision."  - Aldous Huxley

"The greatest danger for most of us is not that our aim is too high and we miss it, but that it is too low and we reach it."  — Michelangelo

"The future belongs to those who see possibilities before they become obvious."  — John Scully

“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.” ~Alvin Toffler

 “I hear and I forget. I see and I remember. I do and I understand.” ~Confucius

“Learning is not compulsory… neither is survival.” ~W. Edwards Deming

"Big thinking precedes great achievement."   — Wilferd Peterson

“I’m not a teacher but an awakener.” ~ Robert Frost

“The average teacher explains complexity; the gifted teacher reveals simplicity.” ~ Robert Brault

 “Good teaching is more a giving of right questions than a giving of right answers.” ~ Josef Albers

“Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.”  Albert Einstein

“I was a peripheral visionary. I could see the future, but only way off to the side.” 
 Steven Wright


Gameful Engagement  -   RESOURCE LIST
The enjoyment of being fully engaged offers the greatest motivation. We will explore intrinsic self-rewarding activities to inspire positive emotions, personal strengths and social connection to improve the effectiveness and involvement in working with kids.

Will Hale is an engagement specialist – experience generator and greatness amplifier.
Will Hale performs for 1000’s of kids every year. As a full-time kid’s musician since 1990, Will focuses on engaging kids in direct personal experience to gain useful life skills. Will Hale offers exciting concerts for kids and families, festivals, community events, daycares, elementary schools, parks and recreation, concert series, churches, libraries, private parties and pretty much everywhere there are kids!   
  
Videos and game descriptions from previous Will Hale game presentations, including the Abundance Thank You Game, Peace Pause, Yes Clap and many more! http://tadpolegames.blogspot.com/

Will Hale   Tadpole Parade    www.willhale.com     651-307-3849 



                              

























Vi Ameamo!