On 4/30/06, Michael Tobis <[EMAIL PROTECTED]> wrote: > Most kids, most humans in general, will voluntarily spend many hours > in such environments. The game industry proves this. That the graphics > are amusing is secondary to the design of interesting vs dull games. > What keeps games interesting is that they stay near the optimum flow > point between triviality and frustration. This impulse can and should > be channelled toward useful skills. > > mt
I'm glad you mention REWARD. Many of us share this vision: find a way to disburse credits via distance education circuits such that those putting in the hard work of actually learning this stuff actually get rewarded, and not just in heaven, but on this very Earth as well. You'd think it wouldn't be so hard, given ample precedents, including clippable coupons or ID specific promotionals (e.g. use this code for a free subscription to...). As soon as you start making a return (maybe not in terms of cash, but in terms of barter, which eCommerce makes easier), the "school space" gives way to the "work place" i.e. they're paying you instead of you're paying them -- or at least it's more of a 2-way street. Relevant: http://worldgame.blogspot.com/2006/04/computer-lab-as-playground.html Kirby _______________________________________________ Edu-sig mailing list [email protected] http://mail.python.org/mailman/listinfo/edu-sig
