Who are Fun Factors For?

As an eLearning developer and instructor, not only do I feel the need to incorporate fun factors for my students, but I also do this for myself. Students aren’t the only ones who can get bored or simply tired in an online course. Adding fun factors not only energizes my students, they energize me. The first place that I go to when I need some quick fun factor integration, is Thiagi free resources at http://thiagi.com/freebies-and-goodies.html

 

Also, I engage in a variety of synchronous classes such as orientations, course introductions, and workgroup meetings. The first resource I used to get started with synchronous fun was Games Trainers Play Virtually (Centra Software) and you’ll need a pdf reader for this resource - GamesTrainersPlay.pdf. I have an accompanying PowerPoint but you'll have to email me (Julia) to get a copy.

 

Recently, I’ve been thinking about a book I read on ARGs (alternate reality games) called This is Not a Game and the concepts of easter eggs, rabbit holes, and motivation...by the way, if you made it to this page, you found a bit of a rabbit hole in the program. The CEL 460/560 Extensions page which leads to this page is not formally part of the course or program.

 

More Fun Factor Resources

'This Is Not a Game': Immersive Aesthetics and Collective Play

http://w3c.rmit.edu.au/dac/papers/McGonigal.pdf (download)

 

Marc Prensky has a ton of articles - here are some of the titles that I think are interesting, to check them out - go to http://www.marcprensky.com/writing/

Why Games Engage Us-- 12 Reasons

The Motivation of Gameplay-- or, the REAL 21st Century Learning Revolution

Types of Learning And Possible Game Styles-- A Useful Chart

Fun, Play and Games: What Makes Games Engaging? -- Digital Game-Based Learning Chapter 5

Not Only The Lonely-- Implications of "Social" Online Activities for Higher Education

But The Screen Is Too Small-- No It Isn't. Why Cell Phones - Not Computers - Should Be The Future of Educational Technology

Digital Game-Based Learning Chapter 1:The Digital Game-Based Learning Revolution

Digital Game-Based Learning Chapter 2:The Games Generations: How Learners Have Changed

Digital Game-Based Learning Chapter 3:Why Education and Training Have NOT Changed

Evolving Instruction? Seven Challenges


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