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	Comments on: Video Games &#038; Making Math More Like Things Students Like	</title>
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	<description>less helpful</description>
	<lastBuildDate>Sun, 28 Dec 2014 14:51:09 +0000</lastBuildDate>
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		<title>
		By: Joshua		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2396681</link>

		<dc:creator><![CDATA[Joshua]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 14:51:09 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2396681</guid>

					<description><![CDATA[More mini-points:
(1) David Radcliffe made a nice implementation of Shikaku here: http://bojagi-gotmath.rhcloud.com/
In fact, I don&#039;t think he knew about Shikaku when he made it. Three nice features: clearer link to the area model (which reduces counting squares and I think makes it a more fun puzzle), nice colors (it is very visually appealing), and a way to build your own puzzles.

(2) The Dan gives of an open beginning could be reclassified as an open middle by reinterpreting the starting point and the class objective: imagine you are teaching the students about how to conduct a mathematical investigation or how to ask interesting questions. Then, everyone is given the same starting point (the sheep scenario), the middle is open (what questions they ask, what they explore through those questions), and then you can get a closed end by having some class discussion about what journey each student/group took.

However, I agree this is going to be trickier if you think the objective is to explore a particular technique or mathematical concept. In that case, the teachers who use this approach usually wait until the students have listed a question that follows the path the teachers wanted to take and then focus on that.  Always a danger of missing some real golden opportunities if you are too focused on putting them on a predetermined path, though.

(3) There are a lot of stories in math, but they don&#039;t usually appear in how we teach it.  For a small example, think of the story of 0 (the numeral).  How might it have come into use? Why didn&#039;t the Greeks or Romans make use of it? What are the implications of not having it. How much did it suck to do arithmetic without it? What are the circumstances in which it got (re)introduced into Europe? Etc, etc. 

Or, if you don&#039;t like that one, what about Galois? Perhaps the math is a bit too advanced, but Numberphile&#039;s trisection videos show it can be connected to a high school audience.]]></description>
			<content:encoded><![CDATA[<p>More mini-points:<br />
(1) David Radcliffe made a nice implementation of Shikaku here: <a href="http://bojagi-gotmath.rhcloud.com/" rel="nofollow ugc">http://bojagi-gotmath.rhcloud.com/</a><br />
In fact, I don&#8217;t think he knew about Shikaku when he made it. Three nice features: clearer link to the area model (which reduces counting squares and I think makes it a more fun puzzle), nice colors (it is very visually appealing), and a way to build your own puzzles.</p>
<p>(2) The Dan gives of an open beginning could be reclassified as an open middle by reinterpreting the starting point and the class objective: imagine you are teaching the students about how to conduct a mathematical investigation or how to ask interesting questions. Then, everyone is given the same starting point (the sheep scenario), the middle is open (what questions they ask, what they explore through those questions), and then you can get a closed end by having some class discussion about what journey each student/group took.</p>
<p>However, I agree this is going to be trickier if you think the objective is to explore a particular technique or mathematical concept. In that case, the teachers who use this approach usually wait until the students have listed a question that follows the path the teachers wanted to take and then focus on that.  Always a danger of missing some real golden opportunities if you are too focused on putting them on a predetermined path, though.</p>
<p>(3) There are a lot of stories in math, but they don&#8217;t usually appear in how we teach it.  For a small example, think of the story of 0 (the numeral).  How might it have come into use? Why didn&#8217;t the Greeks or Romans make use of it? What are the implications of not having it. How much did it suck to do arithmetic without it? What are the circumstances in which it got (re)introduced into Europe? Etc, etc. </p>
<p>Or, if you don&#8217;t like that one, what about Galois? Perhaps the math is a bit too advanced, but Numberphile&#8217;s trisection videos show it can be connected to a high school audience.</p>
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		<title>
		By: John Golden		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2396573</link>

		<dc:creator><![CDATA[John Golden]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 02:45:48 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2396573</guid>

					<description><![CDATA[Good discussion. I&#039;m trying to follow up on Evan&#039;s Twine idea: http://evanweinberg.com/2014/12/24/using-twine-to-build-a-choose-your-own-adventure-lesson/. The only idea that is missing that I think a lot about is flow, in the Mihaly Csikszentmihalyi sense. http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow?language=en I also like Natasha Harrington&#039;s blogpost about it. http://www.gatheringmagic.com/natasha-lewis-harrington-editorial-research-05302013-create-and-discover/ She&#039;s talking about the connection between flow and the create/discover activity. (The article&#039;s in the context of Magic, but with lots of real psychology research.)]]></description>
			<content:encoded><![CDATA[<p>Good discussion. I&#8217;m trying to follow up on Evan&#8217;s Twine idea: <a href="http://evanweinberg.com/2014/12/24/using-twine-to-build-a-choose-your-own-adventure-lesson/" rel="nofollow ugc">http://evanweinberg.com/2014/12/24/using-twine-to-build-a-choose-your-own-adventure-lesson/</a>. The only idea that is missing that I think a lot about is flow, in the Mihaly Csikszentmihalyi sense. <a href="http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow?language=en" rel="nofollow ugc">http://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow?language=en</a> I also like Natasha Harrington&#8217;s blogpost about it. <a href="http://www.gatheringmagic.com/natasha-lewis-harrington-editorial-research-05302013-create-and-discover/" rel="nofollow ugc">http://www.gatheringmagic.com/natasha-lewis-harrington-editorial-research-05302013-create-and-discover/</a> She&#8217;s talking about the connection between flow and the create/discover activity. (The article&#8217;s in the context of Magic, but with lots of real psychology research.)</p>
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		<title>
		By: Kevin Hall		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2396054</link>

		<dc:creator><![CDATA[Kevin Hall]]></dc:creator>
		<pubDate>Tue, 23 Dec 2014 14:33:11 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2396054</guid>

					<description><![CDATA[@Dan, but The Hobbit does have a hero: Bilbo.  A 3-Act doesn&#039;t have a protagonist, unless you count the student. 

I know that books and math both can be engrossing, but as Tim pointed out in the comment you highlighted, engrossment comes in at least two types: engrossment in a challenge (like Angry Birds) and engrossment in a story (like the Game of Thrones video game).  I think 3-Acts are much more like Angry Birds--most of the time, they don&#039;t have a plot, even though they have an open middle--and I think it&#039;s helpful for the discussion not to conflate the two types of engrossment.  

Btw, I have now watched your presentation--nice job.  I have one thought about creating the open middle.  For me, the challenge is to duplicate a video game&#039;s ability to give feedback on the natural results of students&#039; strategic choices.  For example, you presented a scientific notation question (fill in the blanks using the digits 0-9 to make the largest possible product).  In a true Angry Birds-style question, once a student placed her digits in the blanks, the game would probably animate the steps of the computation to show the final product.  For example, the game would show turning (9.123*10^4)(5.678*10^0) into 91230 * 5.678 and then multiplying those.  Without that, it would be like an Angry Birds game that  doesn&#039;t show the projectile flying but instead just says &quot;hit&quot; or &quot;miss&quot; or &quot;too far&quot; or &quot;too short&quot;.  

I&#039;ve thought about embedding videos in a Google Form so students can choose their own adventure and see the consequence of their choices.  For example, if each pizza is $6 and delivery is $1.50, you could ask how much it would cost to get 2 pizzas delivered.  If a student selected $13.50, you&#039;d take them to a video of a single delivery guy bringing 2 pizzas.  If the student said $15, you&#039;d show a guy bringing 1 pizza, driving back to the pizza place, and bringing the other pizza separately.  But it&#039;s a lot of work and, I think, a critical aspect of making math more like video games.]]></description>
			<content:encoded><![CDATA[<p>@Dan, but The Hobbit does have a hero: Bilbo.  A 3-Act doesn&#8217;t have a protagonist, unless you count the student. </p>
<p>I know that books and math both can be engrossing, but as Tim pointed out in the comment you highlighted, engrossment comes in at least two types: engrossment in a challenge (like Angry Birds) and engrossment in a story (like the Game of Thrones video game).  I think 3-Acts are much more like Angry Birds&#8211;most of the time, they don&#8217;t have a plot, even though they have an open middle&#8211;and I think it&#8217;s helpful for the discussion not to conflate the two types of engrossment.  </p>
<p>Btw, I have now watched your presentation&#8211;nice job.  I have one thought about creating the open middle.  For me, the challenge is to duplicate a video game&#8217;s ability to give feedback on the natural results of students&#8217; strategic choices.  For example, you presented a scientific notation question (fill in the blanks using the digits 0-9 to make the largest possible product).  In a true Angry Birds-style question, once a student placed her digits in the blanks, the game would probably animate the steps of the computation to show the final product.  For example, the game would show turning (9.123*10^4)(5.678*10^0) into 91230 * 5.678 and then multiplying those.  Without that, it would be like an Angry Birds game that  doesn&#8217;t show the projectile flying but instead just says &#8220;hit&#8221; or &#8220;miss&#8221; or &#8220;too far&#8221; or &#8220;too short&#8221;.  </p>
<p>I&#8217;ve thought about embedding videos in a Google Form so students can choose their own adventure and see the consequence of their choices.  For example, if each pizza is $6 and delivery is $1.50, you could ask how much it would cost to get 2 pizzas delivered.  If a student selected $13.50, you&#8217;d take them to a video of a single delivery guy bringing 2 pizzas.  If the student said $15, you&#8217;d show a guy bringing 1 pizza, driving back to the pizza place, and bringing the other pizza separately.  But it&#8217;s a lot of work and, I think, a critical aspect of making math more like video games.</p>
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		<title>
		By: Dan Meyer		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2396028</link>

		<dc:creator><![CDATA[Dan Meyer]]></dc:creator>
		<pubDate>Tue, 23 Dec 2014 06:47:02 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2396028</guid>

					<description><![CDATA[I&#039;m not trying to make students literal heroes in a mathematical story any more than Tolkien attempts to make the reader a literal hero in The Hobbit. In similar ways that authors engross readers in their books, teachers can engross students in the work of doing math.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not trying to make students literal heroes in a mathematical story any more than Tolkien attempts to make the reader a literal hero in The Hobbit. In similar ways that authors engross readers in their books, teachers can engross students in the work of doing math.</p>
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		<title>
		By: Kevin Hall		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395984</link>

		<dc:creator><![CDATA[Kevin Hall]]></dc:creator>
		<pubDate>Tue, 23 Dec 2014 00:21:52 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395984</guid>

					<description><![CDATA[I&#039;m not convinced that 3-Acts are really about storytelling.  I know you can consider the student to be the protagonist and the student&#039;s need-to-know to be the conflict.  But I&#039;m not sure the students see themselves as engaged in a story when they&#039;re doing a 3-Act.  And whether something is a story is, I think, purely subjective, so that the student&#039;s experience is what matters.  Do you think 3-Acts would be better if the set-up explicitly asked students to imagine themselves in the role of someone else who has a need to know, and if this other person&#039;s character were developed a little bit to make them real and human?  In other words, will students respond to the same 3-Act task better if they think THEY need to know, or if they imagine themselves in the role of someone else--a sympathetic character--who needs to know?  Or will that make no difference?

Relatedly, I thought you had decided that perplexity trumped storytelling:

&lt;blockquote&gt;&lt;a href=&quot;https://twitter.com/ijkijKevin&quot; rel=&quot;nofollow&quot;&gt;@ijkijKevin&lt;/a&gt; There are other techniques aside from storytelling that can be used to generate perplexity. Different concepts, IMO.&#8212; Dan Meyer (@ddmeyer) &lt;a href=&quot;https://twitter.com/ddmeyer/status/397144581474512896&quot; rel=&quot;nofollow&quot;&gt;November 3, 2013&lt;/a&gt;&lt;/blockquote&gt;


I&#039;m not trying to hold you to some silly standard of perfect consistency.  Just wondering where storytelling vs perplexity fit in your thinking right now.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not convinced that 3-Acts are really about storytelling.  I know you can consider the student to be the protagonist and the student&#8217;s need-to-know to be the conflict.  But I&#8217;m not sure the students see themselves as engaged in a story when they&#8217;re doing a 3-Act.  And whether something is a story is, I think, purely subjective, so that the student&#8217;s experience is what matters.  Do you think 3-Acts would be better if the set-up explicitly asked students to imagine themselves in the role of someone else who has a need to know, and if this other person&#8217;s character were developed a little bit to make them real and human?  In other words, will students respond to the same 3-Act task better if they think THEY need to know, or if they imagine themselves in the role of someone else&#8211;a sympathetic character&#8211;who needs to know?  Or will that make no difference?</p>
<p>Relatedly, I thought you had decided that perplexity trumped storytelling:</p>
<blockquote><p><a href="https://twitter.com/ijkijKevin" rel="nofollow">@ijkijKevin</a> There are other techniques aside from storytelling that can be used to generate perplexity. Different concepts, IMO.&mdash; Dan Meyer (@ddmeyer) <a href="https://twitter.com/ddmeyer/status/397144581474512896" rel="nofollow">November 3, 2013</a></p></blockquote>
<p>I&#8217;m not trying to hold you to some silly standard of perfect consistency.  Just wondering where storytelling vs perplexity fit in your thinking right now.</p>
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		<title>
		By: Dan Meyer		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395865</link>

		<dc:creator><![CDATA[Dan Meyer]]></dc:creator>
		<pubDate>Mon, 22 Dec 2014 02:03:41 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395865</guid>

					<description><![CDATA[Thanks for the commentary, everybody.

I just wanted to point and say, Hey! Everybody look at &lt;a href=&quot;/2014/video-games-making-math-more-like-things-students-like/#comment-2394247&quot; rel=&quot;nofollow&quot;&gt;Tim&#039;s comment about story&lt;/a&gt;. Appropriating the elements of a good story for math class is a great goal. &lt;a href=&quot;/2011/the-three-acts-of-a-mathematical-story/&quot; rel=&quot;nofollow&quot;&gt;Trying hard over here&lt;/a&gt;.]]></description>
			<content:encoded><![CDATA[<p>Thanks for the commentary, everybody.</p>
<p>I just wanted to point and say, Hey! Everybody look at <a href="/2014/video-games-making-math-more-like-things-students-like/#comment-2394247" rel="nofollow">Tim&#8217;s comment about story</a>. Appropriating the elements of a good story for math class is a great goal. <a href="/2011/the-three-acts-of-a-mathematical-story/" rel="nofollow">Trying hard over here</a>.</p>
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		<title>
		By: Julia Tsygan		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395818</link>

		<dc:creator><![CDATA[Julia Tsygan]]></dc:creator>
		<pubDate>Sun, 21 Dec 2014 12:27:29 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395818</guid>

					<description><![CDATA[James and Kenneth, regarding cost of failure, the point is not that demon souls has a high cost of failure (of course it&#039;s not as high as not getting a high school diploma, for instance), the point is that part of the game&#039;s charm and power to attract a huge fan base is that it has a high cost of failure compared to other games. Compare to Skyrim, which last I played had absolutely no cost of failure - and was therefore not challenging enough to be interesting to me. The challenge (and the amazing graphics, and story, etc) is what is motivating about games like demon and dark souls (the latter of which I never managed to finish, not because I didn&#039;t want to but because it seems to require far greater skill than I have - I still see it as the greatest game I ever played though). 
I think a major obstacle to using cost of failure in videogames to inform teaching and learning in schools is that the kind of costs incurred in schools are usually very different in kind, not just in amount, to those incurred in video games. 

On point two, I&#039;d argue that gaming definitely involves learning, but the point of gaming is entertainment. So it&#039;s learning for the sake of entertainment, whereas what we&#039;re looking for in schooling is entertainment for the sake of learning. HUGE difference, in my opinion. Also huge difference: in gaming, the player chooses which game to achive mastery off, and can choose to stop whenever. Not the case in primary to secondary schools.  Does mastery matter as much when it is forced on you? I doubt it.  Social recognition does, of course, matter, but I think it is more meaningful when we praise a student&#039;s effort verbally, individually and sincerely, or show their work as a positive example to the class, than when we give out gold stars.]]></description>
			<content:encoded><![CDATA[<p>James and Kenneth, regarding cost of failure, the point is not that demon souls has a high cost of failure (of course it&#8217;s not as high as not getting a high school diploma, for instance), the point is that part of the game&#8217;s charm and power to attract a huge fan base is that it has a high cost of failure compared to other games. Compare to Skyrim, which last I played had absolutely no cost of failure &#8211; and was therefore not challenging enough to be interesting to me. The challenge (and the amazing graphics, and story, etc) is what is motivating about games like demon and dark souls (the latter of which I never managed to finish, not because I didn&#8217;t want to but because it seems to require far greater skill than I have &#8211; I still see it as the greatest game I ever played though).<br />
I think a major obstacle to using cost of failure in videogames to inform teaching and learning in schools is that the kind of costs incurred in schools are usually very different in kind, not just in amount, to those incurred in video games. </p>
<p>On point two, I&#8217;d argue that gaming definitely involves learning, but the point of gaming is entertainment. So it&#8217;s learning for the sake of entertainment, whereas what we&#8217;re looking for in schooling is entertainment for the sake of learning. HUGE difference, in my opinion. Also huge difference: in gaming, the player chooses which game to achive mastery off, and can choose to stop whenever. Not the case in primary to secondary schools.  Does mastery matter as much when it is forced on you? I doubt it.  Social recognition does, of course, matter, but I think it is more meaningful when we praise a student&#8217;s effort verbally, individually and sincerely, or show their work as a positive example to the class, than when we give out gold stars.</p>
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		<title>
		By: James Cleveland		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395775</link>

		<dc:creator><![CDATA[James Cleveland]]></dc:creator>
		<pubDate>Sat, 20 Dec 2014 22:22:11 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395775</guid>

					<description><![CDATA[I disagree with both of your statements, Julia. I mention Demon’s Souls in this post specifically (http://rootsoftheequation.wordpress.com/2014/07/15/productive-failure/) as still having a lower cost of failure than most things. Yes, it is greater than most games, but you still get to retry - you aren’t barred from doing a level over ever again just because you failed it. And as you get better and see how your actions get you closer to victory, the failure itself feels good.

The other thing I disagree with is the separation of gaming and learning. Gaming IS learning. Gaming and schooling are separate, yes, and while school can take a lot from game elements, it shouldn’t be completely the same. But the joy of gaming most often comes from learning the game and striving for mastery - the same as learning in most other contexts.]]></description>
			<content:encoded><![CDATA[<p>I disagree with both of your statements, Julia. I mention Demon’s Souls in this post specifically (<a href="http://rootsoftheequation.wordpress.com/2014/07/15/productive-failure/" rel="nofollow ugc">http://rootsoftheequation.wordpress.com/2014/07/15/productive-failure/</a>) as still having a lower cost of failure than most things. Yes, it is greater than most games, but you still get to retry &#8211; you aren’t barred from doing a level over ever again just because you failed it. And as you get better and see how your actions get you closer to victory, the failure itself feels good.</p>
<p>The other thing I disagree with is the separation of gaming and learning. Gaming IS learning. Gaming and schooling are separate, yes, and while school can take a lot from game elements, it shouldn’t be completely the same. But the joy of gaming most often comes from learning the game and striving for mastery &#8211; the same as learning in most other contexts.</p>
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		<title>
		By: Kenneth Tilton		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395772</link>

		<dc:creator><![CDATA[Kenneth Tilton]]></dc:creator>
		<pubDate>Sat, 20 Dec 2014 21:55:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395772</guid>

					<description><![CDATA[(a) @Julia One good thing about Algebra (for those who have failed it 4-5 times) is that &quot;Too easy!&quot; will never be a problem for us. :)

(b) Demon Souls gets *harder* if you fail?! Wow!

OK, let me ask you, if you will, to dig a little deeper.  Why do you persist in the face of such abuse! :) Did someone tell you it is amazing once you get past that? Do you feel like you are getting better even as you fail, better enough that as long as you carry on you will eventually get there? (I imagine the game never says, sorry, game over literally, you can never play again.)

(c) I disagree about gamification being something that can only be used to a small degree, but perhaps that is because I am mentally translating gamification into &quot;recognition of achievement (without ever recording failure)&quot;.  

When I get a silly silver badge for factoring binomials and I am pleased, i am pleased about having gotten recognition for mastering (somewhat!) a hard game (math) that I know is not a game, it is serious scholarship. Just as a college football player earning a decal for their helmet is excited about having a great play recognized, not the badge.

If I merely passed at the silver level or made a great open field tackle I would still be pleased, but it would not be the same without the recognition.

I guess this is a long-winded way of saying people are human.  :)]]></description>
			<content:encoded><![CDATA[<p>(a) @Julia One good thing about Algebra (for those who have failed it 4-5 times) is that &#8220;Too easy!&#8221; will never be a problem for us. :)</p>
<p>(b) Demon Souls gets *harder* if you fail?! Wow!</p>
<p>OK, let me ask you, if you will, to dig a little deeper.  Why do you persist in the face of such abuse! :) Did someone tell you it is amazing once you get past that? Do you feel like you are getting better even as you fail, better enough that as long as you carry on you will eventually get there? (I imagine the game never says, sorry, game over literally, you can never play again.)</p>
<p>(c) I disagree about gamification being something that can only be used to a small degree, but perhaps that is because I am mentally translating gamification into &#8220;recognition of achievement (without ever recording failure)&#8221;.  </p>
<p>When I get a silly silver badge for factoring binomials and I am pleased, i am pleased about having gotten recognition for mastering (somewhat!) a hard game (math) that I know is not a game, it is serious scholarship. Just as a college football player earning a decal for their helmet is excited about having a great play recognized, not the badge.</p>
<p>If I merely passed at the silver level or made a great open field tackle I would still be pleased, but it would not be the same without the recognition.</p>
<p>I guess this is a long-winded way of saying people are human.  :)</p>
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		<title>
		By: Julia Tsygan		</title>
		<link>/2014/video-games-making-math-more-like-things-students-like/#comment-2395771</link>

		<dc:creator><![CDATA[Julia Tsygan]]></dc:creator>
		<pubDate>Sat, 20 Dec 2014 21:33:03 +0000</pubDate>
		<guid isPermaLink="false">/?p=22596#comment-2395771</guid>

					<description><![CDATA[One more thing. I don&#039;t mean that we shouldn&#039;t use gaming elements occasionally in teaching, but I really don&#039;t think we should strive to somehow transform learning into gaming. The two activities are by their natures very different, not least in terms of the motivations that the person learning/gaming has to take part of that activity. Gaming is entertainment, while learning is a much broader enrichment of ones mind as well as the community. It can be entertaining, sure, but that&#039;s not its main purpose.]]></description>
			<content:encoded><![CDATA[<p>One more thing. I don&#8217;t mean that we shouldn&#8217;t use gaming elements occasionally in teaching, but I really don&#8217;t think we should strive to somehow transform learning into gaming. The two activities are by their natures very different, not least in terms of the motivations that the person learning/gaming has to take part of that activity. Gaming is entertainment, while learning is a much broader enrichment of ones mind as well as the community. It can be entertaining, sure, but that&#8217;s not its main purpose.</p>
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