Kolja Schönfeld's Library tagged → View Popular, Search in Google
Feb
7
2011
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Games are formal, abstract systems in which players can investigate and discern patterns and experiment with these patterns in safety, without fear of losing life, or, in the modern age, social status.
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Games aren’t stories. Games aren’t about beauty or delight. Games aren’t about jockeying for social status. They stand, in their own right, as something incredibly valuable. Fun is about learning in a context where there is no pressure, and that is why games matter.
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Feb
4
2011
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As time progressed and technologies evolved, the role of the instructional designer as we understood it several years back, underwent a paradigm shift.
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Dec
6
2010
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Picking appropriate and effective learning activities for most instructional situations works exactly like the scenario I just described. Figure out what learners need to be able to do in the real world and then make sure they get plenty of practice doing it
Sep
2
2010
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- Learnability: refers to how quickly novice users can learn the the system to accomplish their goals
- Efficiency: refers to how well experienced users can accomplish their tasks
- Memorability: refers to how easily experienced users can reestablish their proficiency after a time gap
- Errors: refers to the number and severity of errors users make with the system and how easy it is to recover from the errors
- Satisfaction: refers to how much a user likes using the system
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Cognitive researchers increasingly agree that emotion influences cognition, implying that we should all be thinking in terms of affective design.
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Oct
11
2009
Jul
21
2009
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By the year 2050, nearly 80% of the earth's population will reside in urban centers. Applying the most conservative estimates to current demographic trends, the human population will increase by about 3 billion people during the interim. An estimated 109 hectares of new land (about 20% more land than is represented by the country of Brazil) will be needed to grow enough food to feed them, if traditional farming practices continue as they are practiced today. At present, throughout the world, over 80% of the land that is suitable for raising crops is in use (sources: FAO and NASA). Historically, some 15% of that has been laid waste by poor management practices. What can be done to avoid this impending disaster?
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Advantages of Vertical Farming

Year-round crop production; 1 indoor acre is equivalent to 4-6 outdoor acres or more, depending upon the crop (e.g., strawberries: 1 indoor acre = 30 outdoor acres) 
No weather-related crop failures due to droughts, floods, pests 
All VF food is grown organically: no herbicides, pesticides, or fertilizers 
VF virtually eliminates agricultural runoff by recycling black water 
VF returns farmland to nature, restoring ecosystem functions and services 
VF greatly reduces the incidence of many infectious diseases that are acquired at the agricultural interface 
VF converts black and gray water into potable water by collecting the water of
evapotranspiration
VF adds energy back to the grid via methane generation from composting non-edible
parts of plants and animals
VF dramatically reduces fossil fuel use (no tractors, plows, shipping.) 
VF converts abandoned urban properties into food production centers 
VF creates sustainable environments for urban centers 
VF creates new employment opportunities 
We cannot go to the moon, Mars, or beyond without first learning to farm indoors on
earth
VF may prove to be useful for integrating into refugee camps 
VF offers the promise of measurable economic improvement for tropical and subtropical
LDCs. If this should prove to be the case, then VF may be a catalyst in helping to reduce or even reverse the population growth of LDCs as they adopt urban agriculture as a strategy for sustainable food production.
VF could reduce the incidence of armed conflict over natural resources, such as water
and land for agriculture
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