Everything in our world can be (and generally is) used for data collection and analysis. The greatest use of data is in our own brain, we use it to constantly observe, interpret and evaluate our environment. This information is then used to make decisions about our actions and behaviours. For example take the example of what am I going to ware today? I consider how I am feeling, the events for the day, the weather and the options of clothes I have in my wardrobe. all of these pieces of information (or data) give us feedback that we then interpret to make a decisio
Love this example of finding a real world problem and creating a solution. Download the ppt files for a great overview of the process. So many connections to Science, engineering ……..
Task 3: Defining Game problems
1. Functional Characteristics: creates images and shapes, is coloured, can be used on various surfaces, can be permanent or removed, is manipulated by hand.
2. Non-functional Characteristics: is cylindrical or hexagonal in shape, is approximately 10 – 15 cm in length, uses no electricity or power source, uses the forces around it to create the images and shapes, comes in various individual, mixed or multiple colours
Task 3: Defining Game Problems
My object functional characteristics: weighs, mixes and cooks food. My object's non-functional characteristics: uses electricity to generate the in-built computer processor, user inputs requests through a touch screen to access pre-set recipes or select specific instructions. #exploreTask3
I am currently working through Unit 3 and I find it interesting that the table on the Evaluation and Assessment page provides indicators for the content descriptors. However, we assess the achievement standard and as such our rubrics reflect this rather than the content descriptions.
My complex problem is making a user interface that documents micro-credentials and digital badges for students to gamify and increase engagement in learning.
Ling to my audio recording:
Sad to read this post on FB whr trying to find the EnergyVille game
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Task 2: Introduction to Game Design
A problem that I would like to solve with interactive software is to find a way to enable teachers to engage middle school students with History rather than boring them to death with regurgitating people, places and events. It has always been a dream of mine to be able to create a game which historically accurate, facilitate learning, inspired students to be be passionate about History and was good enough that gamers would want to play it and it wasn't seen by students as a 'lame' educational game. Maybe once
Paragraph from book: EMPOWER – What happens when students own their learning by John Spencer and A.j. Juliani. Pg xxxi
"Phil Schlechty, who founded the Centre for Engagement, describes engagement as the merging of two key factors: high attention and high commitment"
Centre for Engagement – engagement in learning is the goal for every educator to achieve this it is essential that the learning experiences encompass high attention and high commitment
high attention – is the act of being in the "zone" where time is