Wonderful Brain

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GAMIFICATION – PLAYING AT (NOT) LEARNING

Wonderful Brain

Defined originally as ‘funware’, it demeans both game playing and education. For the most part, game playing aims at developing recall. For clarity, Games are well-crafted stories built in digital form with learning objectives frequently placing the learner in real life decision-making situations. Emphasis is mine).

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NOW EVERYONE WINS: OVERCOMING GENERATION DIFFERENCES WHEN BUILDING LEARNING

Wonderful Brain

From that point discover, categorize and develop with some confidence the types of learning each would be most comfortable with then craft an overall rubric to be used when designing courseware for multi-age audiences. First generation never to have experienced the pre-internet world. Already technology-focused.

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CRZY APOCALYPSE — 4.1 WORKPLACE ELEMENTS TO HELP YOU SURVIVE.

Wonderful Brain

They use whatever real power they have to push you off your working methodology and accept theirs – doubling your efforts by forcing you to learn new ‘formats’ while you are simultaneously solving problems. (The Dunning-Kruger Effect – 1999). We’ll refer to that person as CMDK (CRZY-MKR DK). They will steal or chip away at your productivity.

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Getting Close to the Ground

Wonderful Brain

But what about ‘those’ kids barely who after barely graduating from high school, are now sitting home or hanging with friends playing video games, no job in sight, and no skills for sale. Learn ‘right now’ material for the most contemporary and in demand employment sector, get educated or certified fast and go get a job.