How games engage the brain — from NspireD2 by Chris Clark

In a TED video released today, Tom Chatfield presents seven ways in which games engage the brain. Chatfield is a game theorist and author of the new book, Fun, Inc., about the gaming industry and how it is altering our society.

Chatfield’s seven talking points are

  1. Experience bars measuring progress
  2. Multiple long and short-term aims
  3. Rewards for effort
  4. Rapid, frequent, clear feedback
  5. An element of uncertainty
  6. Windows of enhanced engagement
  7. Other people

Of course, that list doesn’t mean much unless you watch the video.

How can we generate a love for learning when there’s so much emphasis on points/grades? — from DSC

I look back to my past…and I look to the present systems…and I look to the courses that I’m taking at the graduate level…and I can’t help but wonder what we can do to in order to instill more of a love for learning…?

When we constantly emphasis rubrics, grades, points, bell curves, SATs/ACTS/MEAPs/standardarized tests — man, it’s no wonder that students don’t connect with school! We enforce what we feel is important based up on what we think they will need to be productive…but it may or may not connect or be important to them at all. And it may not be the skills that are really needed when these folks enter the workplace. We taught them based upon what we needed in our work lives.

I can’t help but wonder how bummed out students become as the downward spiral begins…something happens in life to sidetrack them or they don’t have strong support for their educations in the home in the first place. They receive some low scores for a variety of reasons. Being that competition is so stressed in our worlds, they naturally look around to see how other students are doing. They notice the other students did better. They begin to feel discouraged. This happens a few more times and now they are getting really discouraged…school becomes a major source of stress and discouragement in their lives.

In addition to the stress, they aren’t always allowed to pursue their own passions…their own gifts and abilities;  instead, they are told what to learn, when to learn it, how exactly to learn it, etc.

I’m not out to blame anyone; and, in fact, I have an enormous amount of respect for the million agendas being thrown at teachers and professors these days. Can anyone deliver on all of these expectations and asked-for-deliverables?

However, I do hope that we can turn around this drop out situation in the U.S. — 25-30% is waaaaayyyy too high.

What can we do to better address students’ passions? Increase their motivation? How can we better instill a love for learning vs. “how to best compete and win” in the classroom? Funny how the older I get, the more the love of learning sets in…and the competition fades away.

Ask the Expert | James Paul Gee on video games and learning — from the NY Times Learning Network by Katherine Schulten

In this week’s New York Times Magazine article about video games in the classroom, Sara Corbett asks:

What if teachers gave up the vestiges of their educational past, threw away the worksheets, burned the canon and reconfigured the foundation upon which a century of learning has been built? What if we blurred the lines between academic subjects and reimagined the typical American classroom so that, at least in theory, it came to resemble a typical American living room or a child’s bedroom or even a child’s pocket, circa 2010 — if, in other words, the slipstream of broadband and always-on technology that fuels our world became the source and organizing principle of our children’s learning? What if, instead of seeing school the way we’ve known it, we saw it for what our children dreamed it might be: a big, delicious video game?

We’ve invited James Paul Gee, an expert on how video games fit within an overall theory of learning and literacy (and how they can help us in thinking about school reform), to take readers’ questions this week.

From DSC:
Be sure to check out the comments as well.

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Rethinking Student Motivation

In Designing e-Learning Motivation Makes all the Difference — from Allen Interactions

What was deeply personal to one group was irrelevant and pointless to another.

This is exactly the problem we face so often as designers of e-learning.  Our subject matter experts or project owners live and breathe the content we are to teach. And they expect that the same values that have given significance to the content for them over many years can be directly transferred to the learners.  Unfortunately, that’s impossible.  To get learners engaged in understanding new content and performing new skills, we as designers need to tie the content to some motivation existing in the learner, or to manufacture an urgency (using game design, networking, or simulation aspects) that the learners buy into.  This is important in all learning, but particularly so in e-learning where learners are, for the most part, working entirely on their own.

So equal to the task of analyzing content and designing instruction is the challenge of understanding our learners and designing interactivity that will provide personal motivation.

Here are some ideas for designing for motivation:

  • Ensure learners are aware of meaningful consequences
  • Develop a sense of risk
  • Ensure the learner benefits from adaptive content and branching
  • Draw the learner in by expert storytelling and creation of suspense
  • Appreciate the aesthetic appeal of graphics and media
  • Engage in meta-thinking with questions whose importance is elevated through multiple-step tasks and delayed judgment

Influence Education Through Design Thinking — Robert Jacobs

I have been thinking and reading a lot about Design Thinking. In his book Change By Design, author and IDEO CEO Tim Brown says that a prerequisite for creative cultures, “…is an environment—social but also spatial—in which people know they can experiment, take risks, and explore the full range of their faculties.”

He goes on to say that, “They physical and the psychological spaces of an organization work in tandem to define that effectiveness of the people within it.”

12-13 years sitting in a chair. Do you think the type of chair students spend the majority of their youth influences behavior? It is possible that the type of chair might impact the approximately 13,000 to 14,000 hours spent sitting in it?

The pinnacle of educational design seems to be the plastic chair. Does that chair say something about our educational system?

From DSC:
I post this because I do think that the learning environments that our students are in affect their motivation, creativity, performance and more. However, being a part of a smart classroom team, I realize that budgets don’t always allow us to create the “Google” (or other types of) working environments that we might seek to create. Nevertheless, if you are reading this posting and you have a chance to do something creative, fun yet classy/professional, I say “Go for it!”

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© 2025 | Daniel Christian