Hat Tip to Dannii

Every once in a while you will see a blog post entitle ‘Why I blog.’ Reflection and conversation feature highly in these types of posts. Today, I replied to Dannii’s 2nd comment on Quest Rapid Fire. Dannii has been fantastically supportive and informative as well as challenging and opening up lines of investigation. This is the first time I have summarised a blog conversation as its own post, so Hat Tip to Dannii.

We have tried all kinds of playing modes – I like the mini groups in classroom with a forum mode best. Alabaster

The fun is to be had in the playing, not in the completing.

Now, that was not the case with the younger learners on Friday playing Escape from Byrons Bay. They were looking for in-game progress and feedback, and it is mostly certainly personal. They wanted most definitely wanted to beat the game and this is why I have been seeking an in game scorer and badging mode in Quest developer from Alex Warren. At Perins School (Year 7 11 yr olds), ‘Player progress’ was the one feature that really perked the students interest. Education really has taken adopted competition hasn’t it?

Anyone else care to chip in?

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2 Comments

  1. When I was 10 – 12 years old, I also wanted to “beat” as many NES games as I could. I (now) assume the tendency’s just a boy thing, to compete to win, not a generational or media-based thing.

    • Kristian Still

      I honestly do not think its a not a generational or media-based thing, nor a gender ‘boy’ thing, at least not from my observations in that particular lesson. It was not a question of boys competing and girls playing. It was a question of the game versus us. Students rising to the challenge presented by the game and its only going to get better the game that is, as MrAHeard is adding / adapting it to address their criticisms and the lessons leart from feedback on the blog.

      Thank you so much for your comment – it has got me thinking about generational and gender motivation, and how these can b exploited to the benefit of the game.

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