Schools as transmission failures - Deepstash

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Games and the Design of Optimal Human Experience

Schools as transmission failures

Why schools fail to teach everything they intend to:

  • The patters are too easy, so students get bored (and this is especially common for gifted students).
  • The patters to be learned are too hard, so students give up.
  • The patterns are not perceived as meaningful.

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SIMILAR ARTICLES & IDEAS:

A new disorder

The World Health Organization officially added a new disorder to the section on substance use and addictive behaviors : gaming disorder

A gaming disorder is defined as an overly and uncontainable preoccupation with video games — the obsession results in significant personal, social, academic or occupational impairment for at least 12 months.

However,  the idea that someone can be addicted to a behavior, as opposed to a substance, remains contentious.

The term "addiction"

Addiction can include:

  • Addiction as a moral transgression, like excessive drinking or drug use.
  • Addiction as a scientific disease, which characterize alcoholism and drug addiction as biological.
  • Colloquial violation, which applies the term to almost any fixation. 

The idea that someone can be addicted to a behavior, as opposed to a substance, remains debatable.

Arguments against gaming addiction
  • Excessive gameplay is a symptom of a larger problem, like anxiety or depression.
  • The fear of possible addiction arrises from moral panic about new technologies, not scientific research or clinical data.
  • Making excessive gaming a disorder can harm the gaming industry by stigmatizing their products. 
Be a Game Master
Be a Game Master
Attach rewards to your to do list. 
  • Reward yourself for fulfilling one or several tasks

Use surprise rewards.

  • Determine a reward by chance.

Engage in time-based challenges

Make a deal with your friend.

  • Challenge and motivate each other to finish a task
Gamify Your Business

Product Gamification

  • Add new features to a product to make it addictive when used.

Marketing Gamification

  • Gamify experiences to increase loyalty among existing clients.

Workplace Gamification 

  • Train employees and help them grow into a leader.
Gamify Your Life with Apps
  • Do It Now (RPG To Do List)
  • Habitica/HabitRPG (Boosts General Productivity)
  • MindSnacks (Language Learning Apps)
  • SuperBetter (App for Tracking a Single Difficult Goal)
  • Fitocracy (Workout Fitness Log)
  • Productivity Challenge Timer
  • LifeRPG (Task List Based on a Mission-Oriented Approach)
  • EpicWin (RPG-Style To-Do List)
  • Life Strategy (Life Managing App)
  • Thirty – Get Inspired (Habit-Building App)