3. Некоторые социальные стимулы
Чувство “потока” (flow)
Feedback / автоматические действия
Возможность экспериментировать
Хакать правила, создавать правила игры с
другими людьми!
Совместное исследование
Возможность попробовать необычные роли
Любопытство / получение информации
10. Примеры: wefeelfine
Feeling (happy, sad, depressed, etc.)
Age (in ten year increments - 20s, 30s, etc.)
Gender (male or female)
Weather (sunny, cloudy, rainy, or snowy)
Location (country, state, and/or city)
Date (year, month, and/or day)
11. Примеры: wefeelfine
"Most Common" will be more or less the same
across different populations. For example,
"better" is the most common feeling overall, so
in most populations, "better" will be the most
common feeling.
"Most Salient" expresses the ways in which a
given population differs from the global
average. For example, if most people feel
"cold" .02% of the time, but Canadians feel
"cold" 1.2% of the time, we claim "cold" to be
especially salient among Canadians, because
"cold" occurs among Canadians at 6x normal.
14. Примеры: 7scenes.com
Video:
http://www.youtube.com/watch?v=wVOA7uKh-Cw
Mobile Learning Academy!
Educators and students are invited to join this
session and collaborate in designing mobile
storytelling games that can be played in and
outside of the classroom.
The Mobile Learning Academy helps you to
transform education and to turn learning into a
personal, engaging experience. Using the
platform you create educational programs that