experfemlearn.blogspot.com
Experiments in Feminist Learning: Assessing the data
http://experfemlearn.blogspot.com/2014/05/assessing-data.html
SIGN UP here for Meta-MOOC. Tuesday, May 13, 2014. How do we assess the assessments in evidence-based education? Last month, the. Urged states and school districts against using VAM systems to make personnel decisions, noting that recent studies have found that teachers account for a maximum of about 14 percent of a student’s test score, with other factors responsible for the rest.". FROM THE WASHINGTON POST:. Good teaching, poor test scores: Doubt cast on grading teachers by student performance. Lyndsey...
experfemlearn.blogspot.com
Experiments in Feminist Learning: Tuesday Group's Final Project: Narrative & Pics documenting Event
http://experfemlearn.blogspot.com/2014/05/tuesday-groups-final-project-narrative.html
SIGN UP here for Meta-MOOC. Thursday, May 15, 2014. Tuesday Group's Final Project: Narrative and Pics documenting Event. The Future of Higher Education. By: Nora, Taylor, and Mona. Rain was forecasted, so we started apprehensively. And we had no idea if people would stop to talk to us, or if they did, whether they would be interested in what we were doing at all. But we had a plan, and we were going to see it through. 1 For you, what is the biggest issue with higher education? It was going really well!
mostdangerousgamedesign.com
Bonuses for Innovation in Dota 2 ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2013/01/bonuses-for-innovation-in-dota-2.html
Wednesday, January 2, 2013. Bonuses for Innovation in Dota 2. Posted by Max Seidman on 3:04 PM with 4 comments. Max revisits his solution to one type of stagnation in competitive games by applying it to the popular multiplayer online battle arena game Dota 2. A few weeks back I wrote about using a market-driven constraint to force Magic: the Gathering. Or about whether which characters are the best in Super Smash Brothers. It almost always entails groupthink at some level: players believe that these are ...
mostdangerousgamedesign.com
Defying Conventions ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2014/01/defying-conventions.html
Wednesday, January 1, 2014. Posted by Max Seidman on 2:07 PM with 1 comment. Conventions and tropes affect the creation of all forms of media, from literature to games. Following norms can be helpful for guiding users' experiences, but norms can also get in the way. Max asks a new year's resolution from designers: whenever your design conforms to a trope, make sure you are doing it intentionally, and not by default. Of a treasure card versus its value, as seen below:. Long to learn the distinction, but b...
mostdangerousgamedesign.com
October 2013 ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2013_10_01_archive.html
Tuesday, October 22, 2013. Designing for Tactics and Strategy. Posted by Max Seidman on 10:00 AM with 2 comments. Max writes about the differences between tactical, short term choices and strategic, long term decisions. Many games appeal rely on intersection between of these elements, so Max discusses the design of good tactical mechanics, the design of good strategic mechanics, and what to do if your game is lacking one or the other. Tuesday, October 15, 2013. Monday, October 7, 2013. Heroines in Dota 2.
mostdangerousgamedesign.com
March 2014 ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2014_03_01_archive.html
Monday, March 24, 2014. Crafting Games With Immersive Narratives. Posted by Max Seidman on 8:41 AM with 7 comments. Max writes on the types of narratives in board games, the value of story-rich games, and ways to design games with stronger fictions. How can our games go beyond the traditionally themed game, and onto having immersive narratives? Subscribe to: Posts (Atom). The Psychology of Rewards in Games. Know Your Audience: Scotland Yard vs. Letters from Whitechapel. Heroines in Dota 2.
mostdangerousgamedesign.com
Game Over - Game End Conditions ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2014/06/game-over-game-end-conditions.html
Monday, June 16, 2014. Game Over - Game End Conditions. Posted by Max Seidman on 8:24 AM with No comments. Choosing your game's end condition properly has the potential to turn a good game great. This week, Max investigates the types of end conditions games can have and each kind's benefits and drawbacks. What is an End Condition? An end condition is simply the rule that causes a game to end. Chess. Ends when one player's king is checkmated. Uno. Ends when a player builds 8 district cards. As you might i...
gamefemvw.blogspot.com
Feminist Learning: Games & Virtual Worlds! (Fall 13): Schedule
http://gamefemvw.blogspot.com/p/0-0-1-743-4240-university-of-maryland.html
Feminist Learning: Games and Virtual Worlds! COMPLETE SYLLABUS IN PDF. LEARNING ANALYSIS INSTRUCTIONS IN PDF. Daily/Weekly outline of class assignments and activities. YOU ARE ENCOURAGED TO BRING LAPTOPS TO CLASS! Of course, all uses of electronic media during class should be class related. Handouts are downloadable at the class website either from Google Docs or Scribd. See About. Reading is very tricky in this class! You must read ahead constantly. Similarly, everyone should spend time in McKeldin libr...
mostdangerousgamedesign.com
Randomness vs. Variation ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2015/01/randomness-vs-variation.html
Tuesday, January 20, 2015. Randomness vs. Variation. Posted by Max Seidman on 8:07 AM with No comments. Max discusses the differences between randomness and variation, why variation is good, and presents some ways designers can create games to maximize variation while minimizing unfairness. You know what my game needs? Said no designer ever. Recently Ben Brode, Senior Game Designer at Blizzard for the digital trading card game Hearthstone, wrote a piece. Are Randomness and Player Control Independent?
mostdangerousgamedesign.com
Know Your Audience: Scotland Yard vs. Letters from Whitechapel ~ Most Dangerous
http://www.mostdangerousgamedesign.com/2013/09/why-focusing-your-audience-is-good.html
Monday, September 30, 2013. Know Your Audience: Scotland Yard vs. Letters from Whitechapel. Posted by Max Seidman on 12:05 AM with 3 comments. This week Max compares classic board game Scotland Yard to its contemporary Fantasy Flight counterpart Letters from Whitechapel in order to analyze why focusing your game's target audience can be helpful. (Hint: it's because when a designer knows who she is designing for, the design can be much more tailored to that audience's desires and use cases.). The very fir...
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