10,000 Matching Annotations
  1. Jun 2018
    1. As the quote below highlights, teaching is not just about engaging students in content. It is also about ensuring students have the resources necessary to understand. Student learning and understanding can be gauged more accurately through a backward design approach since it leverages what students will need to know and understand during the design process in order to progress. “In teaching students for understanding, we must grasp the key idea that we are coaches of their ability to play the ‘game’ of performing with understanding, not tellers of our understanding to them on the sidelines.”

      Benefits of Backward Design - Teaching is about ensuring students have the resources necessary to understand. This can work in a backward design approach since it leverages what students will needto know and understand during the design process in order to progress.

    1. if (stristr($result['msg'], 'win') || stristr($result['msg'], 'over')) { $hangman->newGame();

      If the message we recieved from processGuess contains the the string "win" or "over" (the search is case insensitive), we have finished the game and we need to start a new one.

    2. } else if (isset($_POST['guess'])) {

      We don't have a POST key of pageLoad but do have a key of guess, meaning we are playing an existing game.

    3. echo json_encode($result);

      We're playing an existing game here, so we need to return the results of processGuess to display to the user.

    4. if (isset($_POST['pageLoad'])) {

      Inside our POST request, we are looking a key named pageLoad. If it exists, we are starting a new game.

    5. else if (count($this->incorrectLetters) === 6) {

      Otherwise, if we've made six incorrect guesses, we lose the game.

      Why six? Because that's how many images I made for the gallows.

    6. if (count($this->correctLetters) === $wordLen) {

      If the length of the array of correct letters is equal to the number of letters in the word that the user needed to guess (which excludes any whitelisted characters), the user wins the game.

    7. return count(explode(' ', $this->word)) >= 2 ? 'The Words Are' : 'The Word Is';

      Lots of fun stuff in this one line.

      • The entire construct is a ternary operator. The format is condition ? true statement : false statement.
      • For the condition:
      • We take the current game word and split it on a space. This returns an array.
      • We count the number of elements in the resulting array.
      • If there are more than two elements, that means we have a game that uses multiple words.
      • If the condition evaluates to true, return the string 'The Words Are'.
      • If the condition evaluates to false, return the string 'The Word Is'.
    8. for ($i = 0; $i < iconv_strlen($this->word); $i += 1) {

      Iterate through every character in the current game word. iconv_strlen is almost certainly a bug waiting to happen. Getting the length of a string in PHP... is not the most straightforward. Changing it to strlen is probably a good idea.

    9. $_SESSION['clearCache'] = true;

      This is where we set that session key that indicates if we are starting a new game or not. The function name and resulting session key name indicates a poor naming choice for the key should probably be renamed to newGame for clarity.

    10. $chosenWord = $this->selectRandomWord(); $this->word = $chosenWord['word']; $this->hint = $chosenWord['hint'];

      Since we're starting a new game, we need a word to guess. We get this by calling the class method selectRandomWord (we'll see this later). It returns a key-value pair, which we unpack into the proper class properties.

    11. if (isset($_SESSION['clearCache']) || !isset($_SESSION['gameWord'])) {

      Here the session we started comes into play. We are accessing two session keys: clearCache and gameWord. We check if the first key is set or (||) that an existing word has not been set. In either case, it means we're starting a new game.

    1. “Do we need to gamify it more? Do we have character unlocks? Do we have to integrate scoring, or a quiz?”

      Interesting. The developers clearly come from a video game design standpoint rather than an educational one, prompting these questions

    2. Jean hopes that Discovery Tour can appeal to and edify a much wider range of people than the 18-rated Assassin’s Creed games have before.

      I feel as if it will, it opens up to a new group of individuals. For example, I would be interested in this game. It would be beneficial to school children and fun for adults.

    3. When 300 10-year-old students in eight different schools played around in Discovery Tour’s ancient Egypt as part of their classes, their teachers found that it helped students to retain a lot more information

      This is a perfect example of how technology can heighten information and make it more immersive and interesting for students and others to learn from. The technology adds to the experience, and by taking away the characters and timeline, there are no distractions from the information like there was when it was in a game format.

    4. The difference between Assassin’s Creed Origins and a museum, though, is that you are immersed, walking the streets of a village as an Egyptian child or riding a horse in the shadow of the great pyramids.

      This sounds really fun and would appeal to a wider audience of people extending beyond the video game community

    5. you’ll probably have heard of Assassin’s Creed

      I've heard of the game but I didn't know what it was about before reading this article. Since the title uses the word "assassin," I imagined it would be a violent, brutal game -- something that I have no interest in. However, the history research used to create the game helped redeem my view of the it.

    6. The Discovery update, as it’s called, removes all combat, missions and story from Assassin’s Creed Origins, leaving you free to explore its detailed recreation of ancient Egypt at leisure.

      This allows the user to explore all of the features and time put into creating this, taking away the mission of the game.

    1. Emerging technologies is, can be, should be a driving force of this evolution towards Education 3.0.  Information access, communication methods, the ability for creative express is qualitatively different than any other time in history due to technological advances.

      This truly depicts where we are in society and the advances we are working towards perfecting. Technology has truly been a game changer over the recent years, and is becoming more relevant as many classrooms are having 1:1 devices in the room.

    1. I don't mean a video game. If we brought the activities, the problem solving, the living in the worlds of chemistry and algebra,

      As educators we have to be VERY clear about the connections between the "games"/activities and course material. I find this to be one of the more challenging this with social studies, history in particular. For example, part of the ancient Rome unit is to compare & contrast the Roman Empire with the modern United States. Throughout the unit the students will make comments like "oh Rome was just like us!" or "we do that today!" But then we get to the lessons where we look at the big picture of overall, whether or not the U.S. like the Roman Empire and the kids just can't seem to get it. The vast majority of them will say "no, the US and Rome are nothing alike" and then the basis of their argument is that the time periods are too far apart. So yes, I do think that games and "fun" activities obviously hold value, but the value isn't really there if the students don't make the connections. If they are simply having fun and not improving on a skill or understanding, then really the activity has lost its purpose.

    1. And the fourth concerns the idea of the adjacent possible. It just may be the case that biospheres on average keep expanding into the adjacent possible. By doing so they increase the diversity of what can happen next. It may be that biospheres, as a secular trend, maximize the rate of exploration of the adjacent possible.

      For biospheres (as autonomous agents): expanding into the adjacent possible, at a maximized but secure rate, will put them in an advantage in evolution.

      For an idea (in Popperian World 3): knowing its 'genes' and the boundary it operates within leads to the exploration of the adjacent possible. This is before it can start 'evolving' in the complex game of idea development.

  2. May 2018
    1. And kiss me, Kate

      Throughout the play, numerous references to kisses and matrimony as a whole are made, yet none are as perplexing as Petruchio’s first, vague command to Katherine in Act Two. While Katherine’s extensive monologue at the end of the play is famed for its variety of interpretations (ranging from the sincerity of a loyal, timid wife to the dripping disdain of the witty shrew) the future tone of the work hinges on the foundations established in this first scene.

      Shakespeare’s intention for the blocking of this scene is elusive, yet in the context of Petruchio’s other demands for a kiss, the semblance of a meaning can be discerned. In Act 2, Petruchio commands Katherine to kiss him following the establishment of the legitimacy of the wedding by Baptista. While the kiss on the surface appears like the seal of a contract, the fact that it follows a lengthy scene of wordplay taints the business-element of Petruchio’s demand. It has a nifty duality - the power dynamic is established, characterized by resentment embodied in the separate exits of the actors. Petruchio, debatably, wants Katherine to continue to rebel; he finds pleasure in watching her circumnavigate his challenges - especially reveling in her shortcomings. Each character has met their match; they are indeed two fires are colliding as Petruchio says.

      The second possibility of a kiss surfaces much later in Act Five. Kate displays a modesty in avoiding direct intimacy with Petruchio in the street (5.2.147). This again shifts the power dynamic into Katherine’s hands in a subtle way. While not ashamed of Petruchio himself, the kiss is considered to be indecent. The intellectual dynamic has expanded to encompass the vast concept of sexuality. Katherine alludes to the secret nature demanded of an intimate couple - possibly indicating of her recognition of autonomy in one realm of their looming relationship.

      The final reference to kissing in the play follows Katherine’s speech on the duties of women. This kiss is completely up to directorial discretion making it highly interesting. Shakespeare leaves virtually no clues to detect authorial voice or the intent of the characters. This is partially why the comedy of the work is so malleable and the dramatic undertones can be manipulated for any audience.

      The first command retains its importance in light of this analysis. If Katherine and Petruchio are playing an elaborate game of cat-and-mouse perhaps the kiss is a coy taunt; if they are in the midst of a battle of the sexes and Elizabethan norms it is a demonstration of a vulgar form of masculinity and marital imbalance. This kiss, the brief passing mention, carries great weight in the scope of the piece - it establishes tone and dynamic with ease. It subtly lends itself to this task - avoiding the elaborate wordplay and lengthy monologues that entangle the audience audience.

      This drawing displays a still from the Shakespeare in the Park adaption of Taming of the Shrew. This depicts the first time that Petruchio kisses Kate. The director of this rendition of the play chose to make this kiss tension filled - which further complicates the dynamic between the two characters.

    2. If that be jest, then all the rest was so.

      Since the start of the play, Katherine has been depicted as the harsh, cruel, and independent older sister to the angelic, subservient, and younger Bianca. The two sisters constantly compete with one another and epitomize sibling rivalry. Sibling rivalry, as a concrete theory, states that siblings naturally compete with one another for the dominance of resources; in the case of Bianca and Katherine, the resource they compete for is their father’s love and attention. In these lines, we become privy to the competition between the two. Bianca refers to a “him” in the first line and implies Kate is jealous of all the suitors Bianca has. She resents Katherine for not marrying and for forcing her to remain unwed because of it. However another analysis of the “him” refers to Sig Baptista. Because Baptista so obviously favors Bianca over Katherine, Katherine has developed an inferiority complex which feeds the reactions and decisions she makes throughout the play, Katherine’s reactions, as seen in these lines, where she has physically tied her sister’s hands together, are physically abusive and callous. Further on in this excerpt, the sisters mention jesting. A jest is something said for amusement, usually in a biting manner; the sisters jest with each other to inflict emotional pain and abuse on one another. By choosing the word, “jest” when Bianca is speaking, Shakespeare is understating the level of dislike they have for each other and the severity of the situation. However, in the last line, when Katherine speaks, she inverts the meaning and questions her relationship with Bianca. By asking if all was a joke to Bianca she is verbally questioning their relationship and all the pain they have caused each other. Was it all for nothing, all their fighting, what good came from it? Was all the pain Bianca inflicted on Katherine just a joke and a game for her?

    1. Forward, I pray, since we have come so far, And be it moon, or sun, or what you please:

      The Undoing of the Shrew

      Intending to craft a milder woman He counters her word, negates her actions Reduces her to the shell of what has been

      With her comfort in mind, he scorns them Breaking her down with a distraction, Intending to craft a milder woman

      Riles her up, creates the illusion Of love, of kindness, all in good fashion Reduces her to the shell of what has been

      Presenting himself a worthy husband He controls all of her, not a fraction Intending to craft a milder woman

      Small changes he makes and shouldn’t Depriving her of pleasant interactions Reduces her to the shell of what has been

      Succeeding at last, he wears her quite thin Succeeding at last, without attraction Intending to craft a milder woman Reduces her to the shell of what has been


      Petruchio in Love:

      Love is not violent It is not a game or joke. There is no love here.


      A reflection on a “Feminist Text”

      The wild Katherine, the untamable Shrew Tortured by a man to prove he can. This “feminist text” makes a comedy Of a story about domestic abuse.

      There is no consent in this “feminist text”. There is no love in the family. Neither sister is offered humanity. One is animal, the other a doll/ The animal is traded and tamed By means of psychological torment-- Quick witty Shakespeare banters that pokes fun At a toxic portrayal of what love is.

      While the charming Petruchio feigned love And the tamed Katherine “feigned” her servitude The man never forfeited his power But the woman was forced to yield her’s. The Taming of The Shrew is no feminist text.

      The first two poems reflect on Petruchio’s treatment of Kate, shamelessly breaking her down to nothing. “The Undoing of the Shrew” refers to the beginning of Kate’s taming, with Petruchio doing everything in his power to weaken Katherine’s strong will. The following haiku is meant to illustrate the faults in their relationship. Their marriage is void of love because of Petruchio’s desire to create the perfect wife. His version of a happy marriage is skewed: a life unbothered is better than a positive relationship to Petruchio. The final poem reflects the interpretations of Petruchio’s actions. Within the play he’s regarded as brilliant for taming Katherine. This only furthers and reinforces the expectation that a women must remain submissive, with the sole intent of pleasing their husband. Phoebe John and Sofia Zarzuela

    2. Pardon, old father, my mistaking eyes, That have been so bedazzled with the sun That everything I look on seemeth green: Now I perceive thou art a reverend father; Pardon, I pray thee, for my mad mistaking.

      Here, the reader witnesses a dramatic shift in Katherine’s behavior and attitude as she falls prone to Petruchio’s demands. After Katherine agrees that the blazing sun is in fact the moon, Petruchio tests her once more, insisting that an old man is actually a young maid. Katherine immediately agrees before Petruchio reverses his claim and tells her the “maid” was actually an old man all along. In these lines, Katherine demonstrates her complacency, giving into the “game” that Petruchio is playing. She states that she has been mistaken, apologizing for her error and ultimately agreeing that the man is old. The apparent disappearance of her previously wild and “shrewish” behavior indicates that Katherine has been “tamed” for the sake of pleasing Petruchio. Katherine is now the product of Petruchio’s desires, embodying the characteristics expected of a woman and wife at this time.

    3. The more my wrong, the more his spite appears: What, did he marry me to famish me? Beggars, that come unto my father’s door, Upon entreaty have a present aims; If not, elsewhere they meet with charity:

      In this excerpt, Katherine grows skeptical of Petruchio’s strange behavior. She uses a comparison to draw a parallel between herself and the beggars who ask for food at her father’s doorstep, for in her eyes, they are better off than she is presently. The short incorporation of anaphora as a literary technique at the start of this section highlights the correlation of causality Katherine attempts to make in regards to her most recent treatment. Katherine is helpless; she has lost her stature and power to fight back. However, the difference between her and the beggar is that the latter is able to scavenge for food and spare change elsewhere when turned down. Katherine, on the other hand, has nowhere to go and no one to turn to. She is trapped with her newlywed husband in his house. Katherine is losing in her power struggle with Petruchio. She is forcibly starved and denied proper care in extremely manipulative ways, so much that it catches her off guard. Petruchio’s lack of direct confrontation changes the rules of the game for Katherine, for she is not used to being treated this way. Because of her spiteful nature, Katherine has been treated with disdain from members of the town and prospective husbands. By contrast, Petruchio hides his abusive intentions between a facade of love, falsely claiming that Katherine’s mistreatment is a mere result of his lust for her. The reference to “beggars” additionally showcases the bride’s confusion because it is unclear to her if she is being treated with care or with neglect. Part of her wishes to believe that she is in good hands, for she appears to be living a luxurious life at first. However, in reality, she is worn out and starving. Furthermore, the allusion could even be interpreted as comparing the people of the lowest financial status to women, both second-class citizens for their time: the two are treated in inferior ways than other members of society.

    1. The Taming of the Shrew appears to be one of Shakespeare’s more complex comedies. The play commences with an induction that describes what is really happening in reality, and then continues on to become a play within a play. Christopher Sly, a poor drunkard, begins the play and of course, he is drunk. Shakespeare’s irony is not lost on the audience with this character considering he is a drunk, who has no money to afford his addiction, and unfortunately any money he could ever make would go to feeding his habit. As per usual, Sly ends up passing out somewhere from his various drunken excursions. Unfortunately for him, while he is passed out, a lord who is the exact opposite of Sly, sees him lying somewhere and decides to play a little game with him. When reading the induction, it seems as if there is more to say about the story between Sly and the lord; however, once the induction ends, there is no more said about these two characters or anything in their reality. Almost as if Shakespeare’s goal was to coax the audience into watching or reading a play that they wouldn't necessarily be interested by reeling them in with another. The way that “The Taming of the Shrew” begins adds a sinister yet comical theme to the beginning of the play. It is depressing that it takes so long for the lord to convince Sly that he is a nobleman. Sly has just been poor and lonely for a long period of time, so it seems unreal that something so good could happen to him. The lord says, “Call home thy ancient thoughts from banishment, And banish hence these abject lowly dreams” (Ind. scene 2 lines 30-31). Christopher Sly has been poor for so long that the idea of that life all being a dream seems impossible to fathom. When the lord says this, he makes it seem as if Christopher Sly is safe with him, as if he belongs there. He uses the word “home” to imply a sense of peace and support that a true safe haven could provide. Interestingly enough, as soon as the lord convinces Sly of his “real” status, Sly automatically takes his “rightful” place as a true nobleman. It doesn’t seem to bother him that the lord has been referring to his lifestyle as beneath him and implying that what he had recently experienced was just a “lowly dream”. However, Sly does not hesitate to start acting like a nobleman as soon as he starts to believe the lord. He seems to just flip a switch that allows him to easily play the part of a wealthy and pompous ass who doesn’t care about others. After the lord convinces Sly, Shakespeare swiftly transitions into the play that is “The Taming of the Shrew”.

    2. Persuade him that he hath been lunatic; And when he says he is, say that he dreams, For he is nothing but a mighty lord.

      In accordance with one of Shakespeare’s most infamous sayings, “To be or not to be, that is the question,” these lines reveal the common theme that Shakespeare utilizes in his greatest works: The theme of becoming the actor and playing another role. In the context of Taming of The Shrew, the Lord is putting the role of a mighty lord upon Christopher Sly’s shoulders, making him believe that he is truly something that he is not. He is unintentionally playing the part of someone of high status, when in actuality, he is nothing more than a beggar. In comparison to this, Shakespeare’s work, Hamlet, also incorporates the idea of playing a part. The protagonist Hamlet plays the role of a mad man on a mission to discover the truths of his father’s death, that the ghost of his father had insinuated. Through this concept of playing a part that is not one’s own, Shakespeare is spreading the message that we never truly know our own identity and are constantly trying to find ourselves in this game of life.

    1. you are only a click away from scans of many of the declassified primary sources Suri used to develop his argument. This gives the reader a radically transparent view into the source material supporting the case Suri argues.

      This is a game changer because with such easy access to a historians sources it almost forces them to be more diligent in terms of ensuring the research that they have done and and the content used to back their claims is credible.

    1. We consider NPS to be harmful. It’s easy to game NPS to look like you’ve made experience improvements when you may have made it worse.

      Wow. Seems so true.

    1. Students have taken the technology and used it for what the technology is able to do."

      Ok, so here are the real points I was trying to make:

      1) Quizlet (which I see in use in college quite a bit, but which I am more intimately familiar with because my kiddo is a first-year public high school student and Quizlet is probably about half of her homework and study time) is a banking model technology. Yeah, I am pulling out the Freire for this stupid story. Because if you want to pretend to talk about teaching, at least really try to TALK ABOUT TEACHING. What's cool is that students have taken that regurgative software and shifted it into a communication and collaboration tool. This seems compelling to me because "digital" stuff is much more interesting for how it can connect students and allow them to creatively contribute to architectures and ideas than it is for how it can enable notetaking or flashcards or whatever (this is why the laptop ban "research" is so annoying, right?). So first off, cool hacking done by students to show how the web connects them.

      2) the "cheating" thing has nothing to do with Quizlet, really. I mean, THE GOOGLE (the Duck Duck Go, whatever) can retrieve all the factual information on the planet. Then it can also retrieve all the WRONG FACTS on the planet (Quizlet does this too, which is funny). Punishing students for retrieving facts using the net is way less helpful than showing students how to improve their search and retrieval skills, their critical evaluative skills, and their general digital literacy.

      3) Quizlet may have been founded by a student who wanted to study French more effectively. Love that! But hey, it's funded by like 12+ million dollars of venture capital companies, most of which have no real mission related to education. So sit around and talk about how students are naughty if you want. I'd rather ask larger questions about what the end game is for these venture capitalists who want to scale quizlet so that instead of 1 in every 2 high school students using it, it is 1 in 1 high school students. I think Quizlet has like 20 million users a month (don't quote me. I'm not writing an article, I'm DOING HOTHEADED MARGINALIA!). Please exaplin to me what the end game is. Do we think there is no expected return on investment for all the millions sunk into this app? Do we think there is no real reason these "disruptive" companies focus so much on scaling? Who is the product if we can't easily see the product or understand where the money flows here. The problem with Quizlet is not students. The problem with Quizlet is that it's part of a larger commercial edtech trend that is becoming ubiquitous and which we don't question because we are too busy casting side-eye on small-potatoes distractions like DO THEY SHARE EXAM ANSWERS (like they have done since the first caveman exam BTW).

      4) Watch how Quizlet proliferates cheaters. Demonize said cheaters. Create software programs to catch cheaters funded by same venture capitalists who proliferate them. TRACK EYEBALLS OF CHEATERS. Get bad cheaters and their families to send their taxpayer dollars to the venture capitalists to pay for all of it. Begin again. (Don't make me whip out Foucault, people.)

      That is what I was trying to say.

    1. But what about women’s equality in the workplace. What’s the game plan by those in charge?

      I use concept maps to visualize complex problems. In this one I show that people in poverty face many challenges that need to be addressed. In any movement someone needs to be mapping this complexity so that others can adopt different parts of the problem, which each offer their own complexity.

    1. lottery tickets

      "a numbered ticket bought in order to participate in a lottery," (OED). Resembling the modern version, "lottery tickets" is a game of chance. It is detailed in full by Edmond Hoyle in his guide, Hoyle's Games: Containing Laws & Directions for Playing the Various Games Now Prevalent : with Many Improvements and Additions.

    1. Some even compare the two systems.75

      <br>

      Analytic note: We found Khong’s ideas here to be well-crafted but lacked the space to engage them in the original article. Khong proposes that the United States, like the traditional portrait of the Chinese “tributary system”, serves as “the chief patron of a system of client states” (p. 2). In particular, he argues that the United States, also like China, seeks recognition by its tributaries and emulation of its domestic system by those tributaries. We think that this analogy could be interrogated more if we envision imperial systems as incorporating elements of “international” systems within themselves, but the larger point is to draw on the idea that the U.S. repertoire had parallels in the Chinese system during the eras in which we were also interested.

      Source excerpt: “America has more in common with China than is generally recognized. In this article, I employ the idea of the tributary system—most often associated with China’s international relations from antiquity—to interpret how America relates to the rest of the world (ROW). I argue tha the United States has instituted the most successful tributary system the world has ever seen. … Through an equally impressive array of international institutions and organizations, many of which it created, the United States transmits and imposes its values and its preferred rules of the game on the international system.” (Khong 2013, 1-2)

    1. Creating a game for VR makes this doubly important due to simulation sickness.

      I think it'd be really useful to mention Oculus early on the post so the reader understands why / how this article is relevant to them and why it's showing on the Oculus blog (otherwise they're not mentioned until the end of the post). Something around wanting to create their own games for the Rift, and some of the hurdles they may come across. One of them being simulation sickness, which isn't fun as a player. That kind of thing to ease them into the post. You nailed it in the Multiplayer post with 'So you want to make a multiplayer game? It’s one of the hardest types of game to make. But if you’re a fan of multiplayer games, then you know you just can’t beat playing directly with players all around the world.'

    1. // 2 - Inverse the direction to get a perpendicular direction Vector2 perpendicularDirection; if (horizontalInput < 0) { perpendicularDirection = new Vector2(-playerToHookDirection.y, playerToHookDirection.x); var leftPerpPos = (Vector2)transform.position - perpendicularDirection * -2f; Debug.DrawLine(transform.position, leftPerpPos, Color.green, 0f); } else { perpendicularDirection = new Vector2(playerToHookDirection.y, -playerToHookDirection.x); var rightPerpPos = (Vector2)transform.position + perpendicularDirection * 2f; Debug.DrawLine(transform.position, rightPerpPos, Color.green, 0f); }

      Should put this in its own function

    1. Very few people know about the luxury boxes in Conte, even though they are right under the jumbotron on the south side of the forum. Whoever knows about them being used as a study location do not tell anyone because they do not want their spot to be taken the next time they want to use it. The boxes are slightly hidden from sight if one does not look carefully. The slope of the ceiling above the boxes and the jumbotron hits them at such an angle that it obstructs any view from high up in the bleachers. Unlike the normal stadium seating in the other sections of the forum, the box has a more exclusive feel. During games, the entrance to the boxes is blocked by guards. One cannot even think about getting near the boxes without showing proof that you purchased seats in one. The boxes are tightly guarded because you can only sit in one if you purchase the box in advance for a hockey, basketball, or football game. The guards wear blue suits, white shirts, and black tie with glasses and an ear piece, which makes them look like they are a part of the secret service. They wait outside the boxes for the duration of a game and if anyone tries to enter, they ask for proper identification and will not let them in and they will escort them out if they fail to do so. The boxes, themselves, are set up in a peculiar way. As you walk in, you must go up a couple stairs and instantly turn right into a door that is usually locked and then walk through a small hallway until you appear at the door of the actual seating area. The box is set up in a way that there are half of the seats facing the hockey rink with a bar, while behind that and down some stairs are some seats that overlook the Alumni Stadium. Each one is designed the same on the inside and huge panes of glass separates each one from the other. All entrances to the individual boxes are connected by a single walkway that is suspended above the student section on the south side of the forum. Even though I have not had the luxury of sitting in a box in an actual game, if you purchase the one, you can order concessions and food from a select menu that they deliver right to your box at any time you order it during a game.

      Looking back on these paragraphs, I never had any main idea here. I am still working on how to tie background ideas in with my actual main idea of my essay. Even though I did a good job at describing the way the boxes are set up and how they are exact mirrors of each other, I never fully described how this ties in to the meditation essay itself. I was trying to explain how the boxes are very exclusive and that not many people know they even exist in the first place. Even though I did a good job describing how they are exclusive, I did not add any personal experiences on how I have had to get there in the past. When the box doors are locked at night time, I have had to climb in and unlock the door from the inside. If I were to put an example like this in the essay, I think it would have given the reader a better idea on how complicated it would be to get to this place to study, and they would appreciate it more if they went and tried to go study there for themselves.

    2. The Conte forum can be one of the most crowded places on Boston College’s campus at any point during the year. Hundreds of die-hard fans and casual sports watchers come from across the state and the region to watch hockey and basketball games that take place in Conte. The sheer magnitude of noise in the forum during a game is enough to make one deaf. When the basketball team needs a confidence boost, an animation plays on the jumbotron. It reads “Lets Make Some Noise!” When those words are displayed on the screen, everybody gets gradually louder so that the opposing team becomes intimidated and the home team gains confidence from the cheering and the noise in general. Sometimes during the games, it can get to be so loud that you can not even hear the person next to you screaming at the top of their lungs. Conte can be arguably the loudest place on campus, but what if there was a certain time and place in the forum where you could not hear any voices at all? What if there was a place in the forum that is completely silent? That place is the luxury boxes in Conte.

      While I was writing the introduction for my meditation on place essay, describing Conte Forum was arguably the part where I struggled most. I found it hard to describe exactly what I saw through words in an essay. I was trying to depict Conte when it was its loudest so I could then set myself up for the rest of the essay which would describe Conte as a quiet place to study, contrary to popular belief. While I was writing this, I fund it hard to pick exactly which words would spark interest in the sights and sounds of Conte when it is at its loudest. Over the course of FWS, I have learned to get a better understanding of how to soak in everything that is going on around me and to pay close attention to detail. By doing that, in my final draft, I think I was able to describe my experiences more accurately and give the reader a better understanding on what it is like to be in Conte when it is at its loudest.

    1. It turns into a kind of game:  How old do you think he is? Do you think they’re dating or just friends?  What is their story?

      This portion of the piece is an addition to the original. Here, I open with an example that my audience will find relatable: people-watching. I close the paragraph with questions that bring people back to a specific memory. These three questions are all taken from real conversations I have had with my friends when people-watching. I want to get my audience thinking about the situations they have been in, in which they probably thought about similar questions. The first two questions begin to uncover concrete details about other people's lives. The third question is more abstract and thought-provoking, transitioning into the idea of sonder in the next paragraph.

    1. . BDSM occupies a dark space where sex and violence meet, and while it may be seen as a “ game, ” the pain that sometimes occurs is not pretend.

      ....ummm.....no? If the subject of BDSM is going to be discussed then please use sources beyond 50 shades of gray. That is not a valid source to base a claim on.

  3. paperstuffs716001106.wordpress.com paperstuffs716001106.wordpress.com
    1. There is the formidable Gasson Hall with its tall tower will a bell and fascinating interior. There is also the industrious Merkert chemistry building, tucked away in its own little spot, home to many chemistry classes and shattered test tubes. Despite their size and grandeur, these places are not as meaningful as a simple wooden court. It is a court that is overlooked by people as they play a game of basketball or volleyball or even futsal. It is just a court numbered only as nine.

      I included this to create a contrast between some of the buildings on campus and the small dinky court I was going to write about. That is why I wrote the "formidable" Gasson Hall and the "industrious" Merkert chemistry building. I wanted my introduction to create a sense of "huh?, there are all these cool places to write about and he chose to write about a small wooden court?". By doing this, I sort of force the reader to pay attention to the how small this court is compared to other buildings, but at the same time, how this small little court is much more meaningful to me than these other large buildings. By making the reader acknowledge the simplicity of the court, I can tell my story with the court and show how meaningful it is to me despite its simplistic nature

    1. Books in the background:

      • "Great by Choice" - James Collings & Morten Hansen.

      • ??

      • ??

      • ??

      • "The Earth is Flat" - Thomas Friedman.

      • "Elon Musk" - Ashlee Vance.

      • "Yes, And" - Kelly Leonard and Tom Yorton.

      • "Getting to Plan B" - John Mullins, Randy Komisar.

      • "The Hard Thing About Hard Things" - Ben Horowitz.

      • "??"

      • "Conscious Business" - Fred Kofman.

      • "The Martian" - Andy Weir.

      • "The Monk and the Riddle" - Randy Komisar.

      • "Organizing Genius" - Warren Bennis, Patricia W. Biederman.

      • "The Checklist Manifesto" - Atul Gawande

      • "Thriving on Chaos" - Tom Peters

      • "Option B" - Sheryl Sandberg

      • "Being Mortal" - Atul Gawande.

      • ?

      • ?

      • "Lean In" - Sheryl Sandberg.

      • "The everything store" - Brad Stone.

      • "Codenames Duet" (board game).

      • "Codenames Pictures" (board game).

    1. "#GamerGate" is an online movement ostensibly concerned with ethics in game journalism and with protecting the "gamer" identity.

      This was the primary concern when we discussed the "doxing" of members of the media. Female gamers and journalists were targeted and their information leaked to the public, including a group of individuals who were already angry at the women in question for fighting the standard of their community. This connects heavily with how social media platforms and even search engines protect information, as it is possible to get information such as schools, general locations, etc. through the correct google searches.

    1. you need to make sure the scripts on your player Prefab instance are “aware” of whether the player controlling the instance is using the host computer (the computer that is managing the game) or a client computer (a different computer to the one that is managing the game).

      Why?!

    1. that player’s GameObject

      I guess this is a reference to the GameObject that has a script component that inherits NetworkBehavior.

      My question is what happens if each person who plays with this game controls multiple characters in the game. Does each of those charachters (GameObjects) become "local player" ?

    1. I am an art teacher and also I am a student in our 5320 class.  I was interested in reading this article because as an art teacher I have not ever heard of the gaming strategy taking place within an art classroom and I wanted to hear how and why it was used.  After all of our recent readings I have become intrigued by the idea of gaming/ learning taking a foot hold some how within our curriculum, I am just not really sure how this would take place.  Would it be a trivia type game or maybe a first person type of game where you live the life of a dramatized artist?   The premise for this paper was that researchers were looking for a way to supplement the education of elementary students who did not have access to an art education.  The game in which they were using to do this was a web based flash game called “Color in motion.”

      从自行车行政村四川省上档次四川省

    1. Violence Will Only Hurt the Trump Resistance

      Does cooperation with the police to avoid protests from becoming violent weaken the power of social movements? Explain.

      Defenders of black bloc tactics, which also include rioting and “Nazi-punching,” argue that these actions are necessary and legitimate against powerful opponents. They believe such tactics help to protect nonviolent activists—particularly those from marginalized communities—from militarized police.

      But they also believe that appeals for nonviolent action are for the privileged and the sell-outs.

      Nonviolent action seems to disturb people without alienating them

      The FBI did this during the Civil Rights movement, and more recently, during Occupy.Repeated efforts to plant agents provocateurs who endorse violent flanks should send a clear signal: The authorities want movements to play the game the state knows best.

    1. Student responding to a question based on an image about an illustration of children playing a soccer game match:

      really helpful the way that you have conextualized each example

  4. Apr 2018
    1. For Emily, going to places where her peers gather is a freedom—even if she isn’t actually watching the game or buying clothes.

      I can relate to this because in high school being with my friends was freedom too.

    1. A solution to this would be to provide students with tables with built-in power outlets and LCD screens so that students may stay connected and continuously monitor their progress when it comes to the classroom game.

      While this is a great idea, before any of it can become a reality, we're going to need to work on getting enough funding so schools can actually afford it.

    2. An example would be a situation where, as a student gathers experience and time with a concept, he or she earns points that are tracked either manually or automatically. With gamification, teachers can manage, motivate and engage their students by transforming their classroom into a role-playing game.

      I wish I thought about this for the online discussion, all I spoke about was grades when I could've also thrown in team work.

    3. The Oregon Trail is one of the earliest instances of game-based-learning (GBL), an approach to education where students explore subject-relevant video games with defined learning outcomes.

      I think having games like this are very important for some students.

    4. With gamification, teachers can manage, motivate and engage their students by transforming their classroom into a role-playing game.

      This sounds like fun technique that will help students become engaged to the learning material being introduced.

    1. Stories like CBS’s Cam Ne piece exposed a “credibility gap,” the yawning chasm between the claims of official sources and the increasingly evident reality on the ground in Vietnam.

      It is interesting to see here how the war was becoming almost a game of cat and mouse for the public to know the truth.The government, wanting to placate its citizens and convince them to support the war effort, told white lies and mislead people to believe the war was going much better. Journalists, on the other hand, saw the reality of what was happening in vietnam and the atrocities being committed. They were hampered by a source that is supposed to be truthful, the government, and tried to let their countrymen know what was happening. The truth kept jumping through and the government would try to distract its people from the reality of the war, the reality that America was losing

    1. One fruitful strategy for reducing this gap is building the capacity of parents and mentors alongside that of children. Intergenerational learning experiences can strengthen family ties while giving parents and children new skills to ex-plore new domains

      Give them something in common. For example: Pokemon Go. My daughter learned how to read, how to do advanced math (division and multiplication), problem solving, and critical thinking skills due to our shared interest in the game. We used it as an opportunity to explore educational concepts even though the game would not be categorized as "educational."

    1. games could be beneficial for a number of reasons. Firstly, it is claimed that in gamesknowledge or skills learned and practiced are more likely to transfer than when practiced on a single kind of problem. Once mastered, theknowledge and skills are practiced further to provide overlearning. This leads to the knowledge and skills becoming automatized and con-solidated in memory, so that the learner can begin to focus consciously on comprehending or applying new information

      Research has shown that students are significantly more engaged and concentrate much harder when challenged in classrooms. Literature in the game-based context reflects similar understanding of the phenomenon that the challenge in games may drive a player's sense of engagement. As Fotini Paraskeva in "Multiplayer online games as educational tools: Facing new challenges in learning" writes, "Games seem to put the learner in the role of decision-maker, pushing players through ever harder challenges, and learning is accomplished through trial and error" (Paraskeva 499). Prior research by James Paul Gee in "What video games have to teach us about learning and literacy", and John Kirriemuir in "The relevance of video games and gaming consoles to the higher and further education learning experience" — which Paraskeva cites to corroborate her findings — also shows that challenge in game-based learning increased learning outcomes as well as satisfaction.

    1. Games model learning by doing perfectly, as they demand the active participation of players all along the way. This is one reason games have such potential as tools for learning: they are really nothing more than complex problems waiting to be solved by players in a way that is both fun and challenging.

      As new technologies allow for increasingly sophisticated game experiences, the potential for the integration of games and learning becomes ever more crucial. Learning environments have been largely limited to the traditional classroom: the teacher stands in front of the class and relays knowledge to a listening group of students. But gaming environments are quite unlike that. As Katie Salen Tekinbas in Guide to Digital Games + Learning writes, "Games . . . demand the active participation of players all along the way" (Shapiro 4). Through their use of immersive experiences, games like Mafia, Dragonbox, and Crayon Physics Deluxe — all social games referenced by Tekinbas — provide an opportunity for play which can result in a myriad of rich experiences.

    1. Take a stroll through “The Educational Gaming Industry Timeline”. Click and read about the key games, developers and innovations that shaped the industry’s history. Each key date is complete with a short description, as well as videos, games, and links to further information.

      It is clear that as a result of the ubiquitous digital environment and the sheer volume of their interaction with it, today's students think and process information fundamentally differently from their predecessors. Brendan Alexander points out that "with the proliferation of the internet . . . people [can] play, share, and learn together from thousands of miles away". To give readers an idea of the growth of the Educational Gaming Industry, Alexander provides a link to "The Educational Gaming Industry Timeline". The timeline explores the evolution of overall game-based learning from the year 1967, to the present. In the final section of his blog, Alexander asks readers their thoughts, and invites them to share further examples that would benefit other readers.

    1. Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information.

      According to Susannah Holz, "gamification" is an emergent approach to learning instruction. It facilitates learning and encourages motivation using game elements and game-based thinking. In this case, the goal may be to increase student effort or simply to convey to students that "games [can] make learning . . . fun and interactive". In addition, Holz references other blogs that deal with gamification and digital game-based learning (DGBL), such as Alex Calhoun's "'Vanished' Teaches Children to Save the Future with Science" and Vicki Davis' "Gamification in Education". In short, this blog seems to explore the relationship between game-based learning experience and learning and related outcomes.

  5. www.youthvoices.live www.youthvoices.live
    1. One thing that’s hard for sportswriters to understand is that writing an article is by its nature an aggressive act. Every time we write, we are claiming a piece of the game for ourselves: I understand this in a way that you, the athlete, do not.

      Implication of those who are sportswriters actually writing about sports

    2. Moneyball II is an older war. It’s about who really owns the game. It’s about a group of people whose jobs by their very nature threaten another group of people. You may know this war by another name. It’s called sportswriting.

      heres the crux...sportswriting is intentionally supposed to be threatening, perhaps because when people are threatened there is a greater sense to do something productive. AND, if "they" dont (the people/organizations being written about) act with productivity and urgency, what comes next is SAM HINKIE #TTP

    1. Some athletes also hold it against writers who never played the game. Personal expertise: does it matter? How many presidential biographers held office; how many music writers could play “Misty” for you?

      "Who" are sportswriters? (What type of people?)

    1. play a laterality recognition game on the ipad

      How does this integrate with the client values? Clarify this one piece for approval. I think you did an excellent job of selecting your examples.

    1. Training would be much more e!ective if it was more interactive, like a game, with input and interaction with the system. I don’t mind whether it’s a computer or a person, it just has to be more interactive than just reading

      Well put.

    2. early 1980s

      Gen Xers first video game generation? Millennials in a different more interactive and higher percentage than Gen Xers. Current young students are growing up with technology in an even more present way. Here's an interesting article on the subject.

    3. Games and their powerful interactivity and reinforcement of particular behaviors, as opposed to the one way delivery of television, have created an entirely new individual —and as a result, new and di!erent needs for trainin

      I believe this is an important point. Many of our current business and school leaders likely grew up with television with minor video game play on old gaming systems. The skills and perspectives created from these experiences are completely different.

    1. Vingt-un

      “A round game of cards in which the object is to make the number twenty-one or as near this as possible without exceeding it, by counting the pips on the cards, court-cards counting as ten, the ace one or eleven as the holder chooses”(OED).

    2. loo

      "A round card-game played by a varying number of players. The cards in three-card loo have the same value as in whist; in five-card loo the Jack of Clubs (‘Pam’) is the highest card. A player who fails to take a trick or breaks any of the laws of the game is ‘looed’, i.e. required to pay a certain sum, or ‘loo’, to the pool." (OED)

    1. survey found that adolescents who play more than one hour of video or computer games daily were rated as having more attention difficulties

      Maybe it is because they are sidetracked by what they did wrong in the game?

    1. * Practiced Liar Bully: A child exhibiting this genre of bullying can produce a convincing account at any moment that hides his violent acts. Such bullies excel at deception, and their ability to deceive should never be underestimated. * Jekyll and Hyde Bully: This bully is ruthless and vindictive in private, but is innocent and helpful in front of witnesses. A common attribute, and a warning sign, is displaying excessive charm in front of those in authority. * Shallow, Superficial Bully: The Shallow, Superficial Bully has exceptional verbal ability, butno substance to support his/her often illogical arguments, which are designed to hurt others. This bully generally talks a "big game," but does not follow up on commitments and cannot be trusted or relied upon. The Shallow, Superficial Bully tends to create conflict to undermine and destroy anyone he/she perceives to be an adversary or a potential threat capable of unmasking this bully. * Highly Critical Bully: This bullying type of ten uses covert tactics to humiliate, embarrass, degrade, or put down others. Such bullies rely on mimicry, taunting, teasing, embarrassing questioning, and refusals to value others. * Lobbying Bully: Lobbying bullies use their persuasive powers to repeatedly convince others to accept their views and perceptions. These bullies employ rumor and innuendo with great skill to destroy others' reputations. They exhibit arrogance, along with a superior sense of entitlement and audacity, while believing they are invulnerable and untouchable. * Evasive Bully: These bullies seldom give a straight answer and flit from topic to topic to avoid accountability for their transgressions against others. They are quick to discredit others and neutralize anyone who has incriminating information about them. * Bully Saboteur: Saboteur Bullies have an exaggerated belief that they are not receiving their fair share of praise or rewards, and they display highly manipulative tendencies. This bully often demonstrates prejudice and contempt for others and gains gratification when denying other people that to which he/she believes he/she is entitled.

      This information provides me with different types of bullying and scenarios that are commonly associated with it.

    1. One treatment session in which I felt like I'd really succeeded with using client motivation was my invention of "Marble Town".  I had a client in my pediatrics rotation who needed to work on handwriting in order to improve his participation in occupations at school, but he really did not enjoy it, and he had enough cognitive impairment that "first-then" negotiation rarely worked.  During one session, I noticed that he loved a new toy that involved building a track with ramps and funnels for marbles to go through. The next session, I created a worksheet for him to fill out before he played with the marble game called "Marble Town" in which he envisioned what a whole town of marbles would be like by choosing the town's mayor, official animal, etc.  Normally, he would ask to abbreviate words during writing exercises or pick a very short word wherever possible, but when I asked him to choose the town song of Marble Town, he wrote out the longest phrase I'd seen yet: "Plunk Goes the Marble."  He was so excited to be writing about something he found interesting, and I was very pleased that he formed more letters during that session than in the previous two or three combined.  

      I love this. You tapped into his motivation for sure.

    1. Due to the fact that not many were literate, lessons were passed on verbally.

      This reminds me of the game telephone. There must have been a lot of false information going around. Not intentionally but I cant believe that all information was passed on exactly the same as it was told the first time by Plato himself.

    1. Gagan Shakti is the biggest military exercise in decades undertaken by India to showcase its air dominance over the entire extended area of the Indian Ocean Region (IOR).

      In a massive show of strength, the Indian Air Force (IAF) is conducting 'Gagan Shakti 2018', the biggest ever war combat game exercise on the Pakistan and China border.

    1. “Directors [of firms] know each other, they have followed the activities of their ‘neighbors’ for many years and, accordingly, they have a good conception of what to expect from them, and what is better to not count on”

      <br>

      Source Excerpt: Все начинается с индивидуального уровня. Движение к легалицации требует принятия личных решений владельцев и высших менеджеров бизнеса, которые готовы в этом случае взять на себе неизбежные дополнительные издержки. Однако индивидуальных решений в таком деле явно не достаточно. Ни у кого из российских участников рынка нет достаточных сил, чтобы легализоваться в одиночку, не обращая внимания на то, что делают конкуренты. Это означает, что представители ведущих компаний должны договориться между собой о новых правилах игры.

      Здесь возникают вполне понятные объективные и субъективные трудности. Кто-то лично не ладит друг с другом (говорят: «так сложилось»). Но главное – многие являются прямыми конкурентами. И о полной откровенности и открытости в вопросах явно коммерческого характера говорить не приходиться. Впрочем, как правило, речь идет уже не об открытом недоверии (которое в значительной степени преодолено), а скорее, о несколько осторожном отношении бизнесменов друг к другу. Установлению более доверительных отношений на интересующем нас рынке электробытовой и компьютерной техники способствует особая ситуация, когда корпус руководителей максимально однороден по составу – по возрасту, уровню и профилю образования. Это, несомненно, облегчает контакты. Вдобавок, руководители знают друг друга, следят за деятельностью «соседей» в течение многих лет и, следовательно, имеют представление о том, чего можно ожидать от них, а на что лучше не рассчитывать. (Radaev 2002, 48)

      Source Excerpt Translation: It all begins at the individual level. The movement toward legalization requires personal decisions by owners and top managers of the business, who are ready in this case to take the inevitable additional expenses on themselves. However, individual decisions in this matter clearly are not enough. None of the Russian partcipants in this market have enough strength to legalize by themselves without paying attention to what their competitors are doing. This means that representatives of leading companies must come to agreement among themselves about new rules of the game.

      Here arises fully understandable objective and subjective difficulties. Someone doesn't get along with someone. But importantly – many of them are direct competitors. And we shouldn't even speak of full openness and sincerity in commercial matters. However, as a rule, the issue isn't even about outright distrust (which to a significant degree can be overcome), but more likely about the somewhat cautious attitude of businesspeople toward each other. In the electronics and computer market in which we are interested the establishment of more trusting relationships is faciliated by a unique situation in that the main body of directors is maximally similar in composition – similar age, level, and educational profile. This, undoubtedly, makes contact easier. Additionally, directors [of firms] know each other, they have followed the activities of their ‘neighbors’ for many years and, accordingly, they have a good conception of what to expect from them, and what is better to not count on. (Radaev 2002, 48)

      Data Source: https://data.qdr.syr.edu/file.xhtml?fileId=2802

      Full Citation: Radaev, Vadim. 2002. Institutsionalnaya Dinamika Rynkov i Formirovanie Novych Konseptsii Kontrolya [Institutional Market Dynamics and the Formation of New Concepts of Control]. Higher School of Economics working paper.

    1. The fun comes from the feeling of mastery.

      Again, intrinsic motivation. Ryan, Rigby and Przybylski showed that, "motivation is accounted for by how well the game satisfies our three basic psychological needs - autonomy, competence, and relatedness" How do you think this game meets these needs?

    2. EVE Online’s designers have cast it as an extension of the game’s broader fiction.

      Although the game offers a variety of extrinsic motivation, there is a definite attempt to employ intrinsic motivation by appealing to the player's higher motivations. Become a part of the scientific community working to solve real problems such as cancer, Alzheimers, and other diseases. You don't need a degree in a scientific field in order to contribute.

    3. the tremendous amount of time and energy that people put into games could be co-opted in the name of human progress.

      Taking advantage of the addictive, repetitive qualities of gaming. Ara Shirinian (game designer) states, "Repetition" is usually a bad word -- and in games, often associated with grinding. Can it be the path to unlocking something more rewarding for players when properly utilized?"

    4. the problem is that, in providing players with a sense of accomplishment, games may distract our species from genuine achievement

      A different take on the perils of playing video games. How do we find a lasting and fulfilling sense of accomplishment? Video games don't typically provide anything but in game satisfaction. Revaz and Szantner found a way to combine community service with playing video games.

  6. saragreensm18.wordpress.com saragreensm18.wordpress.com
    1. looking to work as a social media intern at a local video game start-up I found on Twitter,

      Putting this at the end I believe is what they call "burying the lede"...Start with this surprising, intriguing fact/statement and your reader will 1. view you as more of an expert on this topic and 2. want to keep reading to find out more.

    1. activity

      Very cute! I can see how you could make it a competitive game by having a die with one side blank and another side that said "remove" (or remove a certain number). Then the first person to feed all of the chips to his or her tennis ball would be the winner. You could also use cards instead of dice.

    1. ! ACTIVE AI 2 MAIN MENU About ▾About Us Our TeamResearchSponsorsMaster TrainersiOS DonorsNews & Events ▾In The NewsStoriesTeam BlogApp of the MonthResources ▾Get StartedTeachDocumentationTutorialsBooksResourcesForumsTroubleshooting Create Button <!--//--><![CDATA[// ><!-- var gotoappinventor = function() { var referrer = document.WB_wombat_location.pathname; var patt = /.*hour-of-code.*/; if (referrer.match(patt)) { window.open("http://code.appinventor.mit.edu/", "new"); } else { window.open("http://ai2.appinventor.mit.edu/", "new"); } } //--><!]]> Create apps! Top Headline Block Anyone Can Build Apps That Impact the World (function() { var cx = '005719495929270354943:tlvxrelje-e'; var gcse = document.createElement('script'); gcse.type = 'text/javascript'; gcse.async = true; gcse.src = (document.WB_wombat_location.protocol == 'https:' ? 'https:' : 'http:') + '//www.google.com/cse/cse.js?cx=' + cx; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(gcse, s); })(); ×  App Inventor 2 Social Icons Firebase Authentication in App Inventor Using Javascript This tutorial shows you how to create your own Firebase Authenticator by running javascript code through the WebViewer component. Read more about Firebase Authentication in App Inventor Using Javascript WebView Javascript Processor for App Inventor This tutorial shows you how to incorporate “traditional” programming into your apps. The technique involves using the WebViewer component as a javascript processor, Read more about WebView Javascript Processor for App Inventor Hello Codi! Hello Codi is the Hello World tutorial for App Inventor. This simple exercise takes you through the very basics of App Inventor. In a very short time you will create a button that has a picture of a bee on it, and then program the button so that when it is clicked a "buzz" sound plays. Read more about Hello Codi! LEGO EV3 Color Search This tutorial shows you how to build a mobile app that instructs an EV3 LEGO robot to search for a certain color on a white surface bordered by black. The user can pick one color out of red, green, blue, or yellow for the robot to search. The robot will search across the white surface and turn around if it gets to the black border. Here is a demonstration video. Read more about LEGO EV3 Color Search Lego EV3 Pet Robot This tutorial helps you to build an app that allows the user to instruct an EV3 LEGO robot to do certain maneuvers and actions through voice commands. The user can pick one of several commands: forward, backward (reverse), stop, forward slow, forward fast, disconnect, circles, right turn (turn right), left turn (turn left). The robot will follow the user’s voice commands and perform the action for half a second before prompting the user for another command. If the user provides no commands, the previous command will be executed until another command is registered. Read more about Lego EV3 Pet Robot LEGO ® EV3 Tilt-to-Drive Tutorial This tutorial lets you make an app that drives around an EV3 LEGO robot by tilting a phone or tablet. Tilting forward makes the bot go forward, back --> back, right --> right, left -->left. A steeper pitch will make the robot drive faster… etc.Go to tutorial. Read more about LEGO ® EV3 Tilt-to-Drive Tutorial Photo Booth App This tutorial demonstrates how to develop a Photo Booth app. You’ll build an app that let’s you take pictures, assign pictures to canvases and share pictures via email. Go to Photo Booth app Read more about Photo Booth App Oh My Spikes This tutorial by Saj Dutta shows how to create a complete game from scratch. The game is variant of the popular spikes games and uses App Inventor sprites. Go to tutorial Read more about Oh My Spikes Sharing Component: send files and text with the app of your choice In this 3-minute video, App Inventor Developer José Dominguez shows you how to use the File Sharing component in App Inventor 2 to share text and/or files from your App Inventor app to any messaging-capable service on your device (e.g. Gmail, Twitter, G+, WhatsApp, Messaging, etc.). Read more about Sharing Component: send files and text with the app of your choice QuizMe for App Inventor 2 QuizMe is a trivia game about baseball, but you can use it as a template to build quizzes on any topic. This tutorial is especially useful for learning about working with information in Lists. Lists are useful data structures for keeping track of many items of the same type, especially when you want to cycle through those items. Read more about QuizMe for App Inventor 2 Pages1234next ›last » <!--/*--><![CDATA[/* ><!--*/ #footer-nav { width: 60%; margin: 0 auto; left: 30px; margin-bottom: 20px; overflow: hidden; position: relative; } a strong { text-decoration: underline; } #footer-nav ul{ width: 24%; list-style: none; display: block; float: left; } /*--><!]]>*/ Home About About Us Our Team Sponsors News & Stories In The News Stories Team Blog App of the Month Resources Get Started Teach Documentation Tutorials AI Classic Resources Forums Troubleshooting This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License © 2012-2017 Massachusetts Institute of Technology Contact Us

      es una buena pagina para la creación de aplicaciones móviles la recomiendo para cualquier programador no muy avanzado interesado

    1. If the system can perform a command in less than 100 milliseconds, then it will seem instantaneous, or near enough.

      When we play the online game, we can see ping time. Usually, if ping time is larger than 100 milli second, people cannot play the online game normally.

    1. ToanyonewhohasbeeninBalianylengthoftime,thedeeppsychologicalidentificationofBalinesemenwiththeircocksisunmistakable.Thedoubleen-tendrehereisdeliberate.Itworksinex-actlythesamewayinBalineseasitdoesinEnglish,eventoproducingthesametiredjokes,strainedpuns,anduninven-tiveobscenities.

      Later on in the account Geertz notes that the depth of a particular cockfight is based upon the status of the players--if a player is higher-class, more experienced, better at choosing and playing their cocks, then the game becomes more entertaining, more stimulating, in spite of the massive risks associated with betting a cock or betting money on a cock.

      Also this paragraph is just hilarious.

    2. 1.Betweennearstatusequals(and/orper-sonalenemies)2.BetweenhighstatusindividualsTHEDEEPERTHEMATCH.

      So when one takes into account the matches between addicts or those of lower class, it's not considered as deep because there is less weight granted to the players. Status acts as a performative property here, because Geertz later says that you can't ascend or descend in status because of a game. The entertainment comes not from what can be lost or gained, but from the prestige of the players.

    1. if you can spare a minute of your time... or 106.

      Here is a link to a forum on "True Achievements" for some advice if you are looking to learn the game in less time, through an affinity space.

    2. 106 minutes according to my death counter, I had unearthed only 37 percent of its secrets

      This quick progress makes it unique to may other games. Do you think this is a strength or a weakness of the design?

    3. rewarding players for reading into a subtle line of dialogue and approaching obtuse obstacles with unique perspectives.

      These skills apply perfectly to the idea of gaming in education. We want to reward students who are most willing to think outside the box and approach problems with unique solutions.

    4. wildly creative fashion

      It is amazing that a game with such basic graphics can be deemed so creative. This really demonstrates the fact that a game's unique storyline might be more paramount in how the game is received by an audience.

    5. trial and error can you make sense of Minit’s world.

      Trial and Error Gameplay! This is an interesting learning system. This idea might turn some players away, while others could be intrigued to learn the criteria of the game. This is a great skill that fits perfectly into the idea of tying video games into an educational setting.

    6. progress, education,

      These two concepts seem very similar in this context. Further progress is the result of the education that a player is receiving through their trial and error.

    7. only through death can you learn

      "What makes activities feel enjoyable or worth pursuing for their own sake is that they satisfy basic psychological needs like autonomy, relatedness, or competence" (Deterding 2014). This idea of dying in order to learn might be part of this psychological desire for competence.

    1. the current push on serious games focuses mainly on the educational content of the game while overlooking the engaging parts which make the video games fun for students

      Again, by the definitions I have found on serious games are games without the entertainment.

    1. The language of the men in Their Eyes is almost always divorced from any kind of interiority, and the men are rarely shown in the process of growth. Their talking is either a game or a method of exerting power.

      What powerful form of irony is at work when two attitudes about the same subject row up, though one comes from ignorance (white people) and the other from direct experience (black women)?

    1. Larry Graykin, a language arts teacher at Barrington Middle School in New Hampshire

      Also known as "Game Master of the Kingdom of Diddorol" "Within my class, when I introduce an assignment, it's embedded within a storyline," he said."I'm making up a story as I go, often strongly influenced by suggestions from the students. They'll create an entire subplot basically, but, basically it's a reason. The reason you need to take this test is because there is a peril in the kingdom and we need people to go up against this

    2. Not being a teacher by training, he says, he ran his class in traditional fashion: one person lecturing, everyone else listening, the typical dr

      "Every 'multiplayer class' started life as a standard lecture course, so I admit I was somewhat in stealth mode. I did mention the idea to my colleagues at Indiana University, including my chair. Some liked it, some didn’t. But no one told me I couldn’t do it, so I did....My courses were simply taught in a different manner from the sessions taught by colleagues"- Lee Sheldon (2011)

    1. The other reason people have stopped watching is because they believe the game has become too soft, they think the referees are throwing penalty flags at will to make sure players are safe.

      edit for comma splice

    2. Colin Kaepernick starting an anthem protest for social justice revolutionized the game and the world today he was the first to do the protest and many followed after, not about at least 1 player on every NFL team is now taking a knee or holding up their fist.

      please edit for punctuation (fused sentence), here and elsewhere

    1. Teachers I’ve spoken with have said that online courses can “run themselves,” and that students get higher grades in online courses because it’s easier to game the system when no one’s watching.

      20 years is a long time to generalize about the nature of online courses. I've been in the business just as long and worked with hundreds of teachers. In the last 5 years, I haven't met one that said teaching online was easier, took less time, or that they "run themselves."

  7. katietansey.weebly.com katietansey.weebly.com
    9
    1
    1. A Game of Chess

      Middleton Play--women are complicit in maintaining hierarchical structures. The queen (chess piece) is the most powerful, but she serves the least powerful (the king).

    1. Adding Steam Controller support is something that happens outside of Unity. What you do is create a game that supports KBM or a standard controller (ideally both) and create a preset for the Steam Controller from within Steam's Big Picture mode. The SC isn't a regular controller. When you plug it in, it acts as keyboard, mouse and generic controller at once and has to be configured with a proper preset. So rather than adding SC support to your game, you add support for your game to the SC. It's the other way around.  

      Interesting. How do I test steam controller locally without having submitted to steam store

    1. autism 

      Ah, okay. This is true. However, I would counter that some kids with ADHD, ADD, SPD, and even autism are completely overwhelmed in regular gym but could be more invested in something like a video game that could be more customized to them without the class all involved.

    2. potential pitfalls

      I wonder what her idea of pitfalls are. I am thinking that kids won't learn the basics of different sports, etc., but then I have to ask if that really matters. If I don't play volleyball, do I really need to know the rules and techniques?

    3. “how can we find a way to make them active a little more – while they are not realizing they are training or exercising…

      It sounds like it could be more adaptive and personalized for various student needs.

    4. a few minutes to get the hang of newfangled games that were part-dodgeball, part-basketball, and part-Super Mario Brothers

      It only took a few minutes? Interesting. Sometimes it takes students all year to figure out how to do something in class! Could it be because it was a game instead of something that seemed more like education?

    1. What’s even odder is what is not sold: souvenirs. It’s hard to imagine an American baseball game without jerseys and autographed balls and bobble-head dolls being hawked for outrageous sums. There’s none of that in Cuba.

      The fact that their are no souvenirs has changed the way baseball is experienced in Cuba compared to the US.

    1. Oh, lots. In addition to the instructive change in the nature of the game from two players to three, Carcassonne is a territory-acquisition game with no combat mechanism at all. Tactical combat is arguably overused in computer gaming, so much so that a multiplayer game that doesn't feature it seems almost like a different kind of creature.

      create a mutliplauer gane w/o combat

    1. Realizing that game-ending conditions other than winning could be discarded entirely was an amazing insight, and possibly marks the origins of the structure seen in 95% of games to this day: play until death, then send the player back to a checkpoint or previous save. While most of these games will boldly declare "Game Over" when the player runs out of health, considering you can always resume from the last checkpoint it's really not over at all. It's arguably an overused design now, but it wasn't back when Pitfall II did it.

      Pitfall 2 introduced checkpoints

    1. In other words: they used a pseudo-random generator, seeded with set values tied to each sector of game world, to algorithmically create terrain and contents.

      Skyrim had computer generated content

    1. About 72% of students who voluntarily took the course last year for extra credit said the game increased their knowledge, and 85% said the gaming activities were related to the learning tasks.

      Interesting stats.

    2. sophisticated video game aimed to make calculus class a little less daunting.

      That's a huge endeavor, however it reminds me of the teachers I work with using Angry Birds Space to teach Physics.

    1. In his game, Felix "fixes" windows by hitting them with a hammer

      This is an example of a genetic fallacy, because in Felix's game he fixes windows with a hammer. When indeed in real life, you could never successfully fix a window with a hammer.

  8. Mar 2018
    1. and sometimes she scolded herself so severely as to bring tears into her eyes; and once she remembered trying to box her own ears for having cheated herself in a game of croquet

      I notice that Alice likes to compare her past situations with to the ones she is faced with presently.

    1. I agree with this call because for one no one wants to see a slow basketball game they want to see a fast and uptempo game which is very exciting to see

      edit for punctuation: note that you have two sentences here without a period between--a fused sentence

    2. People always question, does the NBA have a bright future?

      Can you explain why people might be asking this question? What is it about the current league/game that might prompt this question?

    1. Stock up on resources

      While I do not think I would use a shooter game in an educational setting (especially these days), I see much learning potential in Fortnite: the strategizing, collecting, and building all practice valuable skills. And I have seen students, much like in the Hunger Games movies, team up to help a group survive instead of playing as individuals. That kind of collaboration extends benefits into the real world.

      What kinds of benefits do you see from gaming?

    2. Take your time

      I love the idea that in action game players are encouraged to "take your time." So much in digital culture is about instant gratification, games can be a way to actually get people to slow down, learn a new process, and connect with others in a new way.

      Where else do you see examples of digital culture encouraging us to slow down and experience life?

    3. Fortnite was already popular

      I am a high school teacher and noticed that this game seemed to come out of nowhere and gain popularity very quickly. My students report that they like the "Hunger Games" style survival aspects of Fortnite. What have you heard about it?

    4. survival means staying away from areas where lots of players will likely congregate

      As I read these tips (having never played Fortnite before) I am reminded of the strategies of a similar, yet extremely simplified, version of this game - Slither.io, which has very much the same objective and actions, but in a flat world of dots and snakes.

    5. tips

      This article lures readers in with promises for tips, but if you play the video first, what you get is a history and critique of the game. Around 2:34, the speaker brings up an interesting point about a friend only allowing her son to play the game if he speaks to other players in Spanish; what a great connection to learning, and a good bartering tool for parents (as a parent of a 13-year-old-video-game-loving-kid I am always on the lookout for kid collateral). The speaker goes on to say that video games are a "waste of time" (2:39), proving that she has not done her homework. Research scientists like Daphne Bavelier have done extensive work to prove the benefits of video games, including improvements in vision and tracking, spatial awareness, and switching tasks efficiently (to name a few).

    1. We seek out games, although we will experience something that we normally avoid.

      Even though we know we will fail before playing a game, the challenge is something that we seek out anyway.

    1. So while age can be a factor in crap-detection fluency, experience and engagement may be more important. A ten-year-old online game enthusi­ast or videoblogger may do more sophisticated credibility testing than an eighteen-year-old college student who doesn't use the Web much

      Although, age is a factor in how to detect false information, it all depends on the context being displayed. Some people are more passionate about one topic than others are. The more practice are awareness that is raised, the easier and better will the work of detecting fake information will be.

    1. ecause daily life ag-gressive behavior is perceived as relatively non-aggressive after violentvideo game play–playing violent video games increases subsequentaggressive behavior

      Again, how do participants compare the levels of such behavior after the games?

    2. his biased per-ception of what behaviors count as aggressive in turn tends to accountfor increased aggressive behavior after violent video game play.

      Yes. Ideas and values become relative after an exposure to a certain set of norms in a different reality.

    1. From this theoretical and analytical point of view, characters in a story do not act the way they act because of who, what or how they are, but they are who, what and how they are because of what they do. A character doesn’t act in a particular way because of his or her psychological, intellectual or physical endowment, but he or she is endowed with certain psychological, cognitive and physical traits to make his or her actions believable and acceptable. From a formalist and structuralist point of view, the psychological traits of a character are part of the motivation and motivation is from this perspective a justification a posteriori that explains and naturalizes the character’s actions (Genette, 1969; Bordwell, 1985). For structuralist and formalist theorists, then, the function of a character’s personal traits is similar as to what the function of the personal traits of game characters is for game designers: “colour.”

      the nature of characters

    1. So the table was set for Trump, he just showed up and said, “Well, I know this game better than you jokers, I’m the real thing, I’m a reality TV star and I’m a megabrand.

      Level 2

    2. Trump was just better at it than anybody else because he is himself a fully commercialized brand. So the table was set for Trump, he just showed up and said, “Well, I know this game better than you jokers, I’m the real thing, I’m a reality TV star and I’m a megabrand. Step aside!”

      Level 1

    1. hey calls me yellow like yellow be my name They calls me yellow like yellow be my name But if yellow is a name Why ain't black the same Well, if I say Hey black girl Lord, she try to ruin my game 

      I don't fully understand the lyrics in this song of Squeaks. What would make Squeak feel like she has to sing this and why. For me music is something that feels imbedded but essential in this book. A lot of Celie's sentences feel rhythmic and melodic which helps me understand the weight of what she is saying.

    1. . The problem with this is that if each player were able to simply tell the server “here is my current position” it would be trivially easy to hack the client such that a cheater could instantly dodge the RPG about to hit them, or teleport instantly behind you to shoot you in the back.

      Anti cheat software is a bigger issue now because game code is no longer solely on server side

    2. The final limitation occurs because of the way the game synchronizes by sending just the command messages which change the state. In order for this to work it is necessary for all players to start from the same initial state. Typically this means that each player must join up in a lobby before commencing play, although it is technically possible to support late join, this is not common due to the difficulty of capturing and transmitting a completely deterministic starting point in the middle of a live game.

      Lobbies are almost required by design

    1. How this works in practice is that each game develops their own custom protocol on top of UDP, implementing basic reliability as required, while sending the majority of data as unreliable-unordered.

      Not all messages need to be sent reliably in games

    1. For ex-ample, Mayers and colleagues (2014) applied electricity in-tensity estimates as part of an LCA study comparing differentmethods of games distribution, concluding that the carbon-equivalent emissions arising from an Internet game download(for an average 8.8-gigabyte [GB] game) were higher than thosefrom Blu-ray Disc distribution in 2010

      I still have a hard reading getting my head around this

    Tags

    Annotators

    1. otally, the same seems to be true ofexperienced video game players. Those who have spent many hours and days infront of large screens playing first-person shooter games apparently experience lessvection when locomoting themselves in VR.

      gamers experience less motion sickness in VR since they've looked at screens more often

    1. who was assaulted in her math class

      I'm just noticing now this mention that it was a math class where this happened. I'm not sure what to make if it really, and I don't want to over-make ... but/and I can't help but wonder about the connection.

      My thinking about math education and the relationship to oppression/liberation is prompted by looking recently at the resources of the Youth People's Project (such as the Flagway Game) started by Bob Moses vis a vis the Algebra Project.

      http://www.typp.org/

      Mission YPP uses Math Literacy Work to develop the abilities of elementary through high school students to succeed in school and in life, and in doing so involves them in efforts to eliminate institutional obstacles to their success.

      Vision YPP envisions a day when every young person — regardless of ethnicity, gender, or class — has access to a high quality education and the skills, attributes, and community support s/he needs to successfully meet the challenges of their generation.

    1. Works that we really value in the long term are the ones that aren't afraid of ambiguity,”

      The success of The Witness surprised even Blow to a certain extent. His expectations of his audience perhaps lowered by events like Gamergate. "“I of course think it’s a very involved and sophisticated game with a lot of interesting things in it...I didn’t expect that to be as universally seen as it is, especially early on.” Jonathon Blow, 2016.

    2. If the video-game industry once hoped to find mainstream acceptance as a viable art form through games like Braid, Gamergate has made the task that much harder.

      Blow, as usual, put it in a way that everyone could understand, " I think the mainstream game industry is a fucked-up den of mediocrity,...There are some smart people wallowing in there, but the environment discourages creativity and strength and rigor, so what you get is mostly atrophy.” Jonathan Blow, 2012

    3. A lot of games today are only interested in making players feel smart, rather than have players actually be smart.

      “You know, if you watch it being played on Twitch you don’t get the magic of the game at all, really, because the thing that makes the game good doesn’t happen on the screen. It happens in your mind when you figure the things out.”, Jonathan Blow, 2016

    4. The majority of games are basically porn—the onus is on us to make more things that are worth a reasonable person’s time.”

      Jonathan Blow thinks that video games have much more to offer than just the "porn" that is out there now. He has a long history of expecting more out of video games, which he harshly criticized as, "juvenile, silly, and intellectually lazy" back in 2012. His standing as a game developer lends credence to his criticisms.

    1. theVRNinja team made use of Unreal Engine 4’s ray tracing functions. By calculating a direct line between where the player is looking and an in-game object in the path of that ray, they were able to define where players were focusing their attention and for how long. This “focus time” detection was used in the level selection menu. To navigate between the game’s levels, players can look at a level, represented by a hovering picture frame, and then teleport to that new location.

      can interact with menus only by looking into VR

      Think about new rules of design in this environment

    1. Find influencers in your segment and figure out how you can work with them. When you publish, @ them on Twitter or GitHub to encourage them to share your content with their wider networks

      Make friends in game design online

    1. The Principles of Modern Game AI by Alex J. Champandard  on  April 17, 20152016-02-24T10:17:48+00:00

      This whole website looks like a gold mine but seems to be down

    1. Justice Antonin Scalia dismissed a link between violent games and aggression in the majority opinion he wrote in the 2011 U.S. Supreme Court decision that

      This is notable, since Scalia was generally considered a Right leaning Justice.

    2. Treating video games like alcohol or tobacco products could help restrict young people from getting violent games,

      This is an interesting idea, but I wonder how something like a video game would compare to other things like cigarettes and alcohol?

      Also, I am curious as to why video games, something scientifically proven to not cause violence, needs to be regulated like tobacco, something scientifically proven to cause cancer. There seems to be a disconnect in this logic.