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Which clippings match 'Memory' keyword pg.1 of 8
22 SEPTEMBER 2014

Engaging learners through uncertain rewards

"Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer– based learning games. In the first study, children (10–11 years) played a simple maths quiz. Participants chose their preferred reward for a correct answer prior to seeing each question. They could either receive a single point or toss an animated coin to receive 2 points for heads or none for tails. A preference for the uncertain option was revealed and this increased during the quiz. The second study explored the discourse around learning when pairs of participants (13–14 years) competed against the computer in a science quiz. Progress depended on the acquisition of facts but also on the outcomes of throwing dice. Discourse was characterised by a close intermingling of learning and gaming talk without salient problematic constructions regarding fairness when losing points due to gaming uncertainty. A final experiment explored whether, in this type of game, the uncertainty provided by the gaming component could influence players' affective response to the learning component. Electrodermal activity (EDA) of 16 adults was measured while they played the quiz with and without the element of chance provided by the dice. Results showed EDA when answering questions was increased by inclusion of gaming uncertainty. Findings are discussed in terms of the potential benefits of combining gaming uncertainty with learning and directions for further research in this area are outlined."

(Howard–Jones, P. A. and S. Demetriou, 2009)

1). Howard–Jones, P. A. and S. Demetriou (2009). "Uncertainty and Engagement with Learning Games." Instructional Science: An International Journal of the Learning Sciences 37(6): 519–536.

2). Paul Howard–Jones, 2014, radio programme, BBC Radio 4 – The Educators, episode 5 of 8, first broadcast: 10 September 2014.

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TAGS

2009 • acquisition of facts • affective response • BBC Radio 4 • chance • chance outcome • coin toss • compelling engagement • competitioncomputer games • computer-based learning games • dopamine • educational neuroscience • educational psychologyeducational research • effective teaching • Electrodermal Activity (EDA) • fairnessgamblinggame-based learninggamificationgamifying learning and teaching • gaming uncertainty • learning and reward • learning and successlearning engagement • learning games • magnetic effect • memorymotivational needsneuroscience • neuroscience and education • our ability to learn • Paul Howard-Jones • prize • reward system • risk-taking • roulette wheel • running score • Skevi Demetriou • skill • sleep • The Educators (radio series) • throwing dice • transcranial electrical stimulation • uncertain options • uncertain rewards • uncertaintyvideo games

CONTRIBUTOR

Christa Van Raalte
22 SEPTEMBER 2014

Future Knowledge: Lev Manovich Interview

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21st centuryAdobe IllustratorAdobe PhotoshopAfter Effects • always-changing field • contemporary designcontemporary media • contemporary media software • cultural artefactsdigital cultureearly 20th centuryearly 21st centuryelectronic technologiesFinal Cut ProGoogle Earthinteractive environments • interface to the world • interfaces • Lev ManovichMaya • mechanical technologies • media • media applications • media authoring • media machinemedia sharing • media-specific tools • medias access • memory • our imagination • physical technologies • software • software for media authoring • Software Takes Command • The Language of New Mediathe medium • theory of the technology • tools shape • universal engine • universal language • visual aestheticsweb services

CONTRIBUTOR

Neal White
13 SEPTEMBER 2013

Mapping Manhattan: a public art project mapping personal experience

"Becky Cooper, a 24–year–old cartographer and writer... asked New Yorkers–and visitors–to map their own versions of Manhattan. She took to the streets, distributing 3,000 copies of a hand–printed outline of the island and encouraged participants to "map who you are or where you are; the invisible or the obvious". All copies were self–addressed and stamped so they could be mailed back to her.

Cooper says around 10% of the maps were mailed back and Mapping Manhattan features 75 of the best contributions. Some are heartbreaking (one person mapped key places in his life, from the first apartment he shared with his wife to where she later died); many invoke humour (a map of lost gloves, pictured above); some are confessions (a student who shows how she funded her studies with work at various strip joints). Some are handscrawled in biro, others are collages, and a few use watercolours."

(Vicky Baker, 15 May 2013, The Guardian)

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TAGS

2009 • Adam Gopnik • around us • Becky Cooper • belongingbirocartographycity mapscultural memorydaily activitydiversity of experienceshand-drawnhand-drawn maps • hand-printed outline • hand-scrawled • heartbreaking • juxtapositionlocation-specificManhattanmapmakingmapping • Mapping Manhattan (project) • memoryNew YorkNew Yorkeroutline drawingpathpersonal cartographypersonal experienceplacepublic artqualitative descriptionsrememberingspatial narrative • strip joint • territoryurban mappingwayfinding

CONTRIBUTOR

Simon Perkins
10 FEBRUARY 2013

Metamedia at Stanford

"Metamedia ia a studio and lab that pursues research and pedagogy in design history and media materialities.

It is located online, in Stanford Archaeology Center, and has worldwide affiliates.

Metamedia combines archaeology and media, with an archaeological and long–term focus on how people get on with things, with media(works) treated as modes of engagement between people and things. Media as artifacts and prostheses as well as systems to convey meaning: we emphasize the materialities of mediation at the heart of design – the way the steel was burnished, the clay was turned, how the vessel connects makers and materials, users and contents in genealogies of containment, portage, representation ... whatever work gets done."

TAGS

archaeological media lab • archaeological sensibility • archaeological view • archaeology • archaeology and media • archiveartefactsbetween people and things • constantly revisiting the past • contemporary experience • designdesign history • genealogies of containment • historicity • how people get on with things • makers and materials • material modalities • material modes of engagementmaterialitiesmaterialitymeaning making • media materialities • media works • mediationmemory • Metamedia (archaeological media lab) • modes of engagement • portage • prosthesis • re-presentation • re-presenting • research lab • reworking • sense of history • Stanford Archaeology Center • Stanford Universitythe pastthingstraces

CONTRIBUTOR

Simon Perkins
11 DECEMBER 2012

Dara Ó Briain's Science Club: The Story of the Brain

"Dara traces the brain's journey from a useless organ once ditched by Egyptian embalmers to the centre of everything that makes us human. Science journalist Alok Jha asks whether smart drugs really make you brainier, oceanographer Helen Czerski explores cutting edge therapies allowing the brain to control limbs remotely and materials scientist Mark Miodownik takes apart a smart phone."

(BBC Two, UK)

Fig.1 this animation is from Episode 5 of 6 of Dara Ó Briain's Science Club, Tuesday 04 Dec 2012 at 9pm on BBC Two, voiced by Dara Ó Briain, animated by 12Foot6, Published on YouTube on 5 Dec 2012 by BBC.

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12Foot620122D2D animationAlok Jhaanimated information graphicsanimationBBC TwoBBC2brain • brainier • consciousconsciousness • control limbs • cutting edge therapies • cutting-edge innovationsDara O Briaindissectiondrug takingdrugselectricity • embalming • epileptic • frog • heart • Helen Czerskihippocampushistory of ideas • homunculus • human speciesillustration to visually communicate information • liver • Mark Miodownikmemory • mummification • nervous system • neurosurgeon • organ • physician • reasonscienceScience Club (tv)sequential art • smart drugs • smartphone • spleen • story of sciencesubconscious • surgeon • UKunconsciousvisual representations of scientific concepts • Wilder Penfield

CONTRIBUTOR

Simon Perkins
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