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Tom Daccord

Tom Daccord's Public Library

  • an ultimate goal, a set of rules, a timely feedback system, and voluntary participation constitutes the four fundamental shared traits of all games. Within such frameworks, gamers are able to experience “positive stress” (p. 32) throughout all types of hard work in the game. An important outcome of game playing, according to McGonigal, is the perception of fiero, which is an Italian word (meaning “pride”) standing for a powerful neurochemical high. It typically happens when someone triumphs over adversity. Likewise, a state of flow that accounts for the enjoyable stress from immersing in games marks the other type of cognitive reward of game playing. Such a psychological state demands specific prerequisite, that is, a combination of clear goals, proper levels of difficulty, and immediate feedback.
  • swift feedback mechanism maintains their enthusiasm in the virtual work and helps them monitor their progress. What’s more important, as McGonigal emphasized repeatedly, is that the achievement of success does not necessarily lead to satisfaction per se; rather, it is the hope of achieving the goal that is enjoyable.
  • McGonigal fails to clarify the prerequisite for obtaining rewards (at least for flow), which is the balance between the difficulty of the task and the skills of the user. If the task is too easy, the participants might encounter boredom. In contrast, if the tasks require more skill than the participants possess, they will experience anxiety

  • tells them just how to accomplish what they want to accomplish as quickly and efficiently as possible. If one app does not work, they look for another. And if they can’t find or invent one, they drop the topic or concern.
  • term “app-enabled” refers to a contrasting situation. In this case an app opens up new possibilities, engenders the exploration of unexpected moves and options, which could include terminating the app and proceeding in a novel direction.
  • little time or inclination to focus on an inner sense of meaning and purpose, on personal conflicts and struggles, on quiet reflection and personal planning.

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Apr 04, 16

"In stage three, educators use technology as integral components of learning. Here is a stage-three “top 10 list” of reasons for using technology."

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