A quote from Azure Grant:
We often spend our time trying to appear and feel unworn by our years, covering them with clothing or makeup and ignoring the memories they represent. While Ellis embraces the past, she discusses the frustration associated with the limitations imposed by her injuries. Still, she uses her scars as a visual reminder to appreciate her own history and resilience.
Read this blog about my talk at the QS2017 Amsterdam Conference here: http://quantifiedself.com
Together with Hieke Hoekstra and Ate de Boer we developed a course at Effectief Onderwijs and noordelijkonderwijsgilde.nl for teachers in special-needs education about digital teaching materials and tools. Our 16 participants explored many digitals tools and created their own research plan:
- developed a research question based on their pupils needs and abilities
- designed a pilot test to run
- run a pilot test
- created a video and presentation
- wrote a report about their insights with recommendations for their organisation plus peers
A final magazine with reviews on different digital tools and providers has been created as a library to continue with as a team, one of biggest finding is that the way to get a tool is a first obstacle, to implement a tool second, but once you are interacting with the pupils, they very often surprise their teachers with their talents and abilities to explore these objects. Like my pupils surprised me happily during this course ; ) Read more
I’ll share my “quantified body” as tracked by my physical scars. The data on my scars includes date of the injury, size of the scar, impact of the scar, and healing time. (All scars are accidental, by the way.) quantifiedself.com Read more
Thanks to a temp. teaching job at the Amsterdam University College, I read this article:
“Play in evolution and development” by Anthony D. Pellegrini, Danielle Dupuis and Peter K. Smith.
I love for instance this quote: “… leading us to posit that play may be an important mechanism at the vanguard of behavioral innovation” in this article a lot more reasoning on the how and why. Read the complete article, or ask me next time we talk ; )
Three years ago today I did a TEDx talk, and i’ve not been able to look at the video till today! I still agree with the message: we do need to play more! I personally will try (again) to make obstacles as challenges and find better balance in life. See the talk here (it is only 8 min)
I am a huge fan of Foooty, it’s a ball to play anywhere and anytime, since it fits in your pocket.
Recently at my birthday I received a Foooty+ as a gift. Double plus clever game design, inside the Foooty is a puzzle placed… really not that easy to figure out! Plus I love the simplicity of the round transparant ball with inside a transparant cube… contrasting yet matching perfectly. Love it!
For over 20 years I have been developing interactive and playful products. Through my work, I learned about designing motivational and persuasive games, and have been doing research and taught people one-on-one, in classes and through lectures about how to design play for impact. Now I wish to scale that message and allow it to find its audience. I hope to reach people who are trying to share their message and teach them how to engage an audience through play and games. They will discover how play empowers the audience to participate with a topic, which creates meaningful interaction.
Want to order the book Apply play • to get ahead of the game?
To get ahead of the game. Play offers a safe environment to explore, test and fail. Apply Play shares how we all play every day and how play can be used as an educational tool for all ages (prize includes shipment).
—Ate de Boer, CEO at Effectief Onderwijs
—Ina Smittenberg, author of Organitopia
As all good things come in three, so is this book divided into three parts and the reader is guided through the book as a journey, starting as a beginner, leveling up to an intermediate and ending as a master:
• Section 1 is the invitation chapter “who I am and why I play” where the reader learns why and how this book came to life, what the impact of a playful lens can bring and what it can mean for the reader.
• Section 2 “understanding play,” allows the reader to explore the phenomenon of play and what role games play in society and history. The reader will discover that play has a common language along with the different definitions and ways to understand play. Brief chapters are enriched with many examples and theories from old and new scientists from different domains.
• Section 3 is the immersion area, “How to make the magic happen,” where all the tools and methods are provided on how to make the magic happen, including how to apply play in different contexts to solve a problem, how to create new or use old games for situations or interventions.
While reading the book, the reader will be challenged to participate in and investigate the magic of play with challenges related to the chapters.
Extra materials from inside the book to print for hands-on play:
As most people might know by now, I am a big fan of Pacman, and often talk about pacman when trying to explain the theory of gamedesign.
About 7 years ago, I “designed” this ring, to be as cheap as possible, customisable in size on the spot, sold for one euro at Queens day in Amsterdam….
Found the photo just now, and it made me think of the magic circle as a model… also born approx. 7 years ago?
Boek: Gamedidactiek, het hoe en waarom van spellen in de les.
Spellen en computergames worden steeds meer ingezet in de les. Gamedidactiek legt uit wat het nut van spellen in de les is. Waarom en hoe kun je spellen inzetten in je les?
MASS project >>
Center for Games & Impact >>
Science Center >>
Room Recess >>
Wise Play >>