robertogreco + play   894

GDC 2012: Designing For Friendship - Chris Bell
And then there’s the relationship between us, the communication barrier that separates us, and the empathy that allows us to understand each other in spite of that.…

Both games I’ve helped design, "Journey" and "WAY", attempt to herd two strangers toward friendship. And both do it in similar and different ways.

But how do we do that? How do we design so friendship will emerge? And what is friendship really?…

What I’m interested in, is that spontaneous bond between strangers. I want to focus on online multiplayer that emphasizes shared goals, freedom of choice, anonymity, vulnerability, and communication.…

What were the seeds of my connections?…investment & responsibility…high stakes & real consequences…empathy…vulnerability…free choice…teaching…communication…

If the world isn’t valuing what we consider significant, we have the responsibility to create worlds that do.…

It’s what you choose to make that reveals who you are..."
worldbuilding  vulnerability  consequences  responsibility  investment  cv  tcsnmy  unschooling  freechoice  communication  empathy  japan  gamedesign  society  humanity  humanism  learning  teaching  2012  play  videogames  journey  gaming  games  design  via:kissane  chrisbell  from delicious
yesterday by robertogreco
Recess
"Recess is a social platform to organize and discover participatory sports and fitness activities in your local community. Recess connects you with other people around the sports you love to play, and makes it easy to do so. Join your friends after work for a soccer game, discover weekend kickball games in the local park, or organize morning runs with your neighbors."

[via: http://interactiondesign.sva.edu/festival/2012/recess.html ]
iphone  applications  recess  social  sports  play  from delicious
19 days ago by robertogreco
A search engine for unknown future queries · rogre · Storify
Bookmarking myself:

"Among many other topics, we discussed collections, loose tools (like Pinboard and Sagashitemiyo (something related to that, I think), or a simple tin box like the one that is featured in Amélie), pristineness (for lack of a better term), and clutter.

Dieter Rams' house came up (we only liked his workshop*), as did Scandinavian design, the desks of Steve Jobs, Albert Einstein, and Mark Twain (with a semblance of a system with what appears to be a mess), and Path (as mentioned here and by Frank Chimero).

Eventually, we made the connection to a scene in Charles & Ray Eames: The Architect and the Painter, in which Ray's office is discussed. She essentially uses it as storage. No one else dares enter because it is overflowing with stuff. But, then, whenever something seems to be missing from a project that the office is working on, Ray mentions that she has just the right thing, disappears into her office, and returns with exactly the perfect object."
georgedyson  scandinavia  cv  onlinetoolkit  tools  play  containers  tinboxes  sagashitemiyo  amélie  frankchimero  path  alberteinstein  marktwain  stevejobs  dieterrams  googlereader  duckduckgo  learning  teaching  2837university  2011  2012  pinboard  del.icio.us  bookmarks  bookmarking  search  audiencesofone  stephendavis  allentan  eames  rayeames  storify  from delicious
7 weeks ago by robertogreco
Blue Man Group @ CNN's The Next List - YouTube
"Matt Goldman, Chris Wink, and Phil Stanton are best known for originating the international entertainment phenomenon, Blue Man Group. They founded Blue School with their wives as a parent-run playgroup in 2006 in answer to their struggles of finding an institution that celebrated curiosity, creativity, and a sense of adventure for their own children.

Since then, the founders have grown the concept exponentially, engaging a number of respected professionals on their advisory board including Sir Ken Robinson, an educational reform advocate, David Rockwell, a renowned architect who built the Imagination Playground, and Dan Siegel, a neuroscientist, among others.

Blue School's foundation is based in part on utilizing a "co-constructive approach" to learning in which the students have a hand in directing and developing their own curriculum through inquiry and exploration.

As a lab school, Blue School is blazing a trail in education and plans to encourage further innovation through…"
experimentation  divergentthinking  children  constructivism  co-construction  play  dansiegal  interdisciplinary  student-centered  emergentcurriculum  curriculum  teaching  philstanton  chriswink  mattgoldman  curiosity  learning  inquiry  2012  creativity  innovation  kenrobinson  progressive  nyc  blueschool  education  schools  failure  risk  from delicious
7 weeks ago by robertogreco
Vittra - International and bilinguals schools in Sweden
"Vittra gives every individual the opportunity…

* to find the best approach for them: play & learn on the basis of their needs, curiosity & inclination in the best ways possible.
* to learn based on experience: learning is based on their experience which increases motivation & inspires creativity.
* to understand their own learning: equipped w/ the tools to acquire new knowledge & increase understanding of ‘How I learn’, which enables them to learn more easily & effectively in the future.
* to have faith in themselves & their abilities: become more self-aware, aware of their strengths & potential for development which means they dare & like to be challenged.
* to develop their ability to communicate & engage in respectful interaction w/ others: understand & are considerate to the needs & interests of others, can express & stand for their own views as well as take responsibility for their actions.
* to be equipped for study and work in an international environment…"

[via: http://gfbertini.wordpress.com/2012/04/08/vittra-school-system-sweden/ ]
communication  howwelearn  knowledge  play  curiosity  creativity  self-awareness  teaching  children  deschooling  unschooling  learning  education  schools  sweden  vittra  from delicious
7 weeks ago by robertogreco
雨の日の宝物 (Rainy day treasures) Print Pamphlet - a set on Flickr
""......These safe and slow pathways are perfect for tiny feet and their larger commute-weary companions. Dense greens and colourful scented collages reside at the height and scale of little eyes and noses. Irrepressible hands thrive on the mixture of gravel, sand, grass, rocks, sticks and fallen fruit that compose Tokyo carpets. In summer developing ears drink in crickets, cicadas and neighbourhood rustlings...."

A small study on the child's perception of the street.

This document traces the everyday treasures of a rainy day walk to the local sento in suburban Tokyo. It is part of a broader and slightly wonky research and practice agenda on the hand made, everyday creativity, play, and usable environments."
tokyo  education  emergentlearning  emergentcurriculum  mapping  maps  informallearning  deschooling  unschooling  books  2012  slow  creativity  play  discovery  learning  urbanism  urban  children  chrisberthelsen  from delicious
march 2012 by robertogreco
Dave Hickey - The Heresy of Zone Defense [.pdf]
"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
writing  play  sports  games  basketball  davehickey  juliuserving  via:infovore  rules  drj 
february 2012 by robertogreco
Johann Sebastian Joust | Die Gute Fabrik
"Johann Sebastian Joust is a no-graphics, digitally-enabled folk game for 2 to 7 players, designed for motion controllers(such as the PlayStation Move). The goal is to be the last player remaining. When the music — selections from J.S. Bach's "Brandenburg Concertos" — plays in slow-motion, the controllers are extremely sensitive to movement. When the music speeds up, this threshold becomes less strict, giving the players a small window to dash at their opponents. If your controller is ever moved beyond the allowable threshold, you're out! Channel the power of J.S. Bach, and try to jostle your opponents' controllers while protecting your own."
controllers  johannsebastianjoust  play  interaction  gaming  games  from delicious
february 2012 by robertogreco
Video game journalism - Wikipedia [URL points to the section on "New Games Journalism"]
"New Games Journalism (NGJ) is a video game journalism term, coined in 2004 by journalist Kieron Gillen, in which personal anecdotes, references to other media, and creative analyses are used to explore game design, play, and culture.[19] It is a model of New Journalism applied to video game journalism. Gillen's NGJ manifesto was first published on the now defunct state forum/website, a community of videogame players often engaged in discussion and analysis of their hobby, from which an anecdotal piece, Bow Nigger,[20] had appeared. Gillen cites the work as a major inspiration for and example of what NGJ should achieve and the piece was later republished in the UK edition of PC gamer, a magazine with which Gillen has close professional ties."

[See also: http://alwaysblack.com/blackbox/ngj.html ]
storytelling  personal  experience  subjectivity  traveljournalism  travel  2004  gaming  culture  play  cross-mediareferences  anecdote  kierongillen  reviews  writing  videogames  games  newgamesjournalism  from delicious
february 2012 by robertogreco
hand-made play » Archive » Understanding the Child-Scale City (Excerpt)
"This document that this excerpt is from is one story of the everyday treasures of a rainy day walk. It is part of a broader and slightly wonky research and practice agenda on the hand made, everyday creativity, play, and usable environments.

What is the child-scale? How can we begin to understand it? How can this experience inform building and design ideas and practice?

Play is intensely important. Start developing an idea of (non)designing for playing. The walk that this extract depicts brought forth ideas of grain/granularity of street surfaces (materials), balance and tracing (paths, curbs), humble events, routine/ritual, liquid (refreshment, ballistics, power)… for a start."
discovery  exploration  urbanism  urban  architecture  design  thechildinthecity  child-scale  education  learning  unschooling  play  mapping  maps  japan  tokyo  cities  children  a-small-lab  chrisberthelsen 
february 2012 by robertogreco
Folk Lore: How Johann Sebastian Joust is defining a new gaming genre | The Verge
"Across the globe, like-minded individuals are getting caught in these games' gravitational pull, forming organizations and hosting events like Come Out and Play in New York and Hide & Seek's Weekender festivals in the UK. In London, a new series of events by the name of The Wild Rumpus are beginning to pick up steam.

"I don't feel I can speak for everyone, but for me its that I don't see why the style of games we played back in the playground had to be left there," Rumpus co-director Marie Foulston explained. "I don't just want to play against a machine, I want to play with other people.

"For video games especially, the concept of being physical and shifting away from the screen still feels like a contradiction in line with traditional expectations, but it's a fantastic one.""
douglaswilson  diegutefabrik  comeoutandplay  hide&seek  thewildrumpus  mariefoulston  joust  joy  videogames  via:tealtan  play  gaming  games  2012  johannsebastianjoust  hide&seek;  from delicious
february 2012 by robertogreco
tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson 
february 2012 by robertogreco
Playmakers on Vimeo
"playmakers, a 35 minute documentary, is the culmination of a six month project following the progress of Hide&Seek; game designers Alex Fleetwood and Holly Gramazio through the development of a new game. The documentary was filmed over the first 6 months of 2009 and premiered at the Sheffield Documentary festival. Playmakers will be available to download and view on the 5th of May 2010.

Over the last 50 years play has become an increasingly private activity. Now it is bursting back onto our streets. playmakers explores the emerging area of pervasive games it examines the implications of reclaiming play into the public domain and shows the possibilities offered by new technologies.

Playmakers investigates four main themes:

Part 1: Play…

Part 2: Public space…

Part 3: Technology…

Part 4: Theatre/art…"

[See also: http://playmakers.org.uk/ ]
blasttheory  simonevans  quentinstevens  paulinabozek  duncanspeakman  mattadams  simonjohnson  clarereddington  jackcase  thomasbrock  hollygramazio  alexfleetwood  hide&seek  art  theater  urbanplay  urbangames  parkour  social  urbanism  urban  legal  law  publicspace  fun  ubiquitousconnectivity  ubicomp  geolocation  geocaching  socialgames  gaming  via:chrisberthelsen  playmakers  play  games  rules  arg  pervasivegames  pervasive  2010  howardrheingold  michaelwesch  hide&seek;  from delicious
february 2012 by robertogreco
"16 thoughts to pin on the refrigerator door" Haj Ross [.pdf]
"… 7. The so-called “educational system,” through the fault of no one, contributes to, and even accelerates, this process of forgetting, the loss of the joy of being born on our Home, so green, so beautiful, so One.

8. Our job is to be aware of the antieducational reality of the current system, to know that we are under no obligation to continue going in the wrong direction, and to coimagine and give collective birth to a new system, one whose objective will be that every person, whether teacher or student, student or teacher, returns to the ecstasy of Union.

9. The first step, always the most important one, is to abandon the use of force, to drop the very thought that force could ever have any place in a learning encounter.

10. When we examine the way babies and children learn spontaneously, we see how joyful a process it is. The Smaller Ones live a reality in which there are not two verbs, but just One: LEARN + PLAY…"
openstudioproject  lcproject  education  via:jacobsamlarose  play  deschooling  unschooling  learning  hajross  from delicious
february 2012 by robertogreco
nickd: Whatever's next; whatever's good.
"I like dabbling in small projects with good people, and I like making tiny amounts of money so I can eat burritos in a city with a comically low cost of living."

"I always keep an open mind about any sort of projects that involve some degree of research, play, and curiosity. So if you want to plan anything off-the-wall funny or pranksterish, then get at me. I love outlandish, ridiculous projects. Let’s scheme together."

"I would like to make cool things with good people. Maybe you’re one of these good people. And maybe you know other good people, too. I’m in a rare inflection point in my life where I don’t have to juggle competing priorities to take on new stuff. I would love if you got in touch (nickd//nickd/org or @nickd), and spread this far and wide. I am a little scared these days, but things are really only worth doing if they’re scary, so I figure I must be at least a little right."
focus  makingtime  projects  projectideas  curiosity  risktaking  time  leapsoffaith  design  yearoff  glvo  freelance  doing  making  play  quitting  2012  nickdisabato  from delicious
january 2012 by robertogreco
Treehouses: Online community for internet // Speaker Deck
Notes here by litherland:

“The ephemerality of speech [sic] in these tools better affords intimacy.” Revisit. /

“That speech is temporal also means someone can be absent, which makes presence meaningful.” Makes a lot of assumptions; needs to rethink (or think harder about) what speech is. Or what he means by it. /

Concept of “intransient group memory.” /

Interesting thoughts about playgrounds. /

“Conversation is an iterated game, so your pseudo can be a strong identity even if it isn’t your *public commercial web face*.” [my emph] /

“Hosts use soft power to influence. The group still governs itself.” /

“Recording is corrosive to candid sharing, so a private internet space must be transient.” /
2012  markpaschal  dannyo'brien  via:litherland  heatherchamp  self-organization  openspace  hackerspaces  autonomy  richardbartle  johanhui  johanhuizinga  play  groupmemory  availabot  ephemerality  muds  space  place  alancooper  sovereignposture  secondlife  personalization  tomarmitage  animalcrossing  ambient  presence  minimumviabletreehouses  minecraft  gaming  games  clubhouses  socialmedia  darkmatter  privacy  sharing  conversation  groups  onlinetreehouses  treehouses  organizing  activism  community 
january 2012 by robertogreco
Urban Adventure in Rotterdam: Psychogeography bingo
"Explore – Below you will find 50 psychogeographic observations. Go out and explore. Rediscover one of the observations. Document it in pictures or text and mark its number.

Get bingo - You get bingo when you fill any column, row or diagonal.

Profit - Document your bingo observations in the comments of this blog. Provide pictures if possible. Do this before 1-1-2012. We will try to send the first few winners a random book from the Rotterdam secondhand book market. It may be in Dutch but then it will have pictures."

[All posts on the blog tagged 'psychogeography': http://uair01.blogspot.com/search/label/psychogeography ]
netherlands  rotterdam  exploration  play  bingo  urbanism  urban  poetry  psychogeography  via:litherland 
january 2012 by robertogreco
Revisiting 'Zork': What We Lost in the Transition to Visual Games - Technology - The Atlantic
"Text-based adventures were written as much as they were designed, employing tantalizing adjectives to create a sense of the world"
philipbump  2012  gaming  play  games  videogames  storytelling  writing  text-basedadventures  zork  from delicious
january 2012 by robertogreco
Playtime (Spielzeit) by Lucas Mireles — Kickstarter
"Inspired by Billy Wilder’s People On Sunday (1930), Playtime is a seamless journey through the lives of German youth on a Sunday afternoon. Jan (Jan Müller) awaits his date with the sexy Matilda (Marylu Poolman). But when Matilda shows up with Andy (Markus Klauk), Jan realizes she has more in mind for their afternoon together. Not interested in this ménage à trois, Jan leaves Matilda and Andy to their own fun. But their rendezvous is quickly interrupted by a group of children at play. The boys poke fun at Andy’s shortcomings, until he finally chases them away to a mysterious graveyard. There, one of the boys (Tim Lingens) gets lost in his imagination as the sun sets on this ordinary Sunday experienced through extraordinary lives."

[See also http://www.playtimemovie.com ]
ryanslattery  uclafilm  ucla  cologne  germany  2012  innocence  youth  playtime  1930  billywilder  filmmaking  lucasmireles  play  children  film  kickstarter 
january 2012 by robertogreco
The Sims designer creating new game for real life | Reuters
"I’ve had a couple of experiences where I realized that I’m surrounded by opportunities in life that I’m not aware of…I realized that we could build a system — if we had a situational awareness about you, about who you are, where you are, what time of day it is, how much money is in your pocket, what’s the weather like, what your interests are, etc. — that could make your life much more interesting.

If we had that much situational awareness about you and at the same time we were building this very high-level map of the world…all sorts of things like historical footnotes & people you might want to meet. I started thinking about games that we can build that would allow us to triangulate you in that space and build that deep situational awareness. There will be all types of games, but the key will be focusing the experiences, including multiplayer, within the real world and away from the fictional world that games currently invest in."
play  situationalawareness  context  awareness  situationist  situated  arg  gaming  2012  hivemind  games  willwright  from delicious
january 2012 by robertogreco
The Complete Rules For Games | Rock, Paper, Shotgun
"DO let me flush the toilets and turn on the taps. Scenery, in any game of any genre, shouldn’t be painted on the walls. And so many games before have put in a nice toilet flushing noise. Since all games do insist in including a toilet, as well they should, then all games should include the splishy sploshy noise of flushing it.

DON’T tell me that you’re a game any more. You want to capture something of Brechtian estrangement, break down that fourth wall with mallets and wrecking balls, because you think it’s a fresh and original approach. It’s not. It’s been done a lot, and it’s probably a sign that you’re not confident enough in your own creation. If you feel the urge to winkingly acknowledge to the player that they’re playing a game, then you need to go back to work to create a more convincing world."
gamedesign  fun  rules  games  play  videogames  2011  gaming  from delicious
december 2011 by robertogreco
dConstruct2011 videos: The Transformers, Kars Alfrink
"In this talk, Kars Alfrink – founder and principal designer at applied pervasive games studio Hubbub – explores ways we might use games to alleviate some of the problems wilful social self-seperation can lead to. Kars looks at how people sometimes deliberately choose to live apart, even though they share the same living spaces. He discusses the ways new digital tools and the overlapping media landscape have made society more volatile. But rather than to call for a decrease in their use, Kars argues we need more, but different uses of these new tools. More playful uses."

[See also: http://2011.dconstruct.org/conference/kars-alfrink AND http://speakerdeck.com/u/dconstruct/p/the-transformers-by-kars-alfrink ]

"Kars looks at how game culture and play shape the urban fabric, how we might design systems that improve people’s capacity to do so, and how you yourself, through play, can transform the city you call home."
monocultures  rulespace  self-governance  gamification  filterbubble  scale  tinkering  urbanism  urban  simulationfever  animalcrossing  simulation  ludology  proceduralrhetoric  ianbogost  resilience  societalresilience  division  belonging  rioting  looting  socialconventions  situationist  playfulness  rules  civildisobedience  separation  socialseparation  nationality  fiction  dconstruct2011  dconstruct  identity  cities  chinamieville  design  space  place  play  gaming  games  volatility  hubbub  howbuildingslearn  adaptability  adaptivereuse  architecture  transformation  gentrification  society  2011  riots  janejacobs  karsalfrink  from delicious
december 2011 by robertogreco
Constant spoonerizing - Neven Mrgan's tumbl
"I spoonerize words all the time. All. The. Time. Good spoonerisms and bad. In my head. (I worderize spoons all the time. Tall. The Lime. Spoon Gooderisms band ad. Hin my ed.)…

I’ve only ever told a few people about it openly - not because it’s a big secret, but because it’s so… goofy and inconsequential. I know others have similar uncontrollable wordplay obsessions: constant punning, rhyming, anagrams, inverting words. Another minor thing I do is count the letters in a word and sort the consonants from the vowels, possibly as a pre-processing step for spoonerization.

This is a contagious brain-bug. Start doing it around someone and watch them pick it up. (I’m so sorry, Cabel. Oh also, dart stewing it surround omeone and pock whem ditch it up.)"
fun  words  language  classideas  tcsnmy  toshare  cv  play  wordplay  spoonerisms  nevenmrgan  from delicious
december 2011 by robertogreco
AIGA | Video: Katie Salen
"Designers of all kinds are key players in the game of change that so typifies the opening decades of the 21st century. Called on to imagine, build, guide, demystify, explain, provoke, enable and inspire, we deal daily in the currency of transformation—of places, practices and perspectives. For this designer, play has become a key strategy in developing a design practice that is agile enough to entertain a constant need for transformative thinking but substantive enough to throw its strategic weight around when needed. This talk will delve into the power of game design and play to challenge expectations, retool one’s practice, and amplify design’s potential as drivers of innovation and change in some rather unusual places."
katiesalen  towatch  2011  aiga  aigapivot  design  instituteofplay  q2l  quest2learn  teaching  education  gaming  play  gamebasedlearning  learning  schools  lcproject  designthinking  from delicious
december 2011 by robertogreco
Welcome to the Age of Overparenting - Boston Magazine - bostonmagazine.com
"…pushing kids can be just as bad for them as attending to their every desire…children of upper-class, highly educated parents…are increasingly anxious & depressed. Children with “high perfectionist strivings” were likely to see achievement failures as personal failures…being constantly shuttled between activities…ends up leaving suburban adolescents feeling more isolated from parents.

…while today’s middle- & upper-middle-class children have an unprecedented array of opportunities, their experiences are often manufactured by us…Nearly everything they do is orchestrated, if not by their parents, then by some other adult…But their experiences aren’t very rich in the messier way — in those moments of unfettered abandon when part of the thrill is the risk of harm, hurt feelings, or struggle. In our attempt to manage & support every moment of our children’s lives, they become something that belongs to us, not them.

[ http://www.bostonmagazine.com/articles/the_age_of_overparenting/ ]
parenting  children  stress  anxiety  anxiousparenting  helicopterparenting  helicopterparents  2011  caroldweck  petergray  suniyaluthar  behavior  messiness  play  unstructuredtime  learning  life  overparenting  unschooling  deschooling  freedom  independence  education  from delicious
december 2011 by robertogreco
Simple Genius: Pockit, A Game Console With No Screen And No Graphics | Co. Design
"Is a video game still a video game if there's no... video? Designer Adam Henriksson grabs that question by the horns with Pockit, a game console concept that has no graphics whatsoever. Instead, it's a Wii-like motion-sensing wand that "encourages everyone to be physical and have a reason to break norms," he writes. Rather than waving the wand around in front of a screen -- which is the only way you get to see what your wand is representing--the Pockit moves that aspect of the game experience into your own mind's eye. Whether you've configured the Pockit to be "running" a swordfighting game or something else, the point is that the players are focusing their attention on each other in real life, not virtualized avatars."

[See also: http://adamhenriksson.com/?p=72 AND http://www.tuvie.com/pockit-revolutionary-gaming-console-concept-enhances-social-engagement/ via: http://inspirationfeed.a-small-lab.com/post/13234063326/ ]
gaming  games  play  videogames  pockit  adamhenriksson  2011  ios  iphone  interactivity  realworld  johannsebastianjoust  johansebastianjoust  from delicious
november 2011 by robertogreco
Pasta&Vinegar; » Blog Archive » “degamification” as a design tactic
"The idea of “degamification” as a design tactic is interesting and the author presents it in a compelling way. What I find important here is that the removal of certain external rewards can be relevant for participants over time, “handing over more responsibility and autonomy” as said in this blogpost."
gamification  degamification  rules  freeform  gaming  play  storytelling  creativity  2011  nicolasnova  motivation  intrinsicmotivation  extrinsicmotivation  autonomy  freedom  responsibility  design  from delicious
november 2011 by robertogreco
Playful 2011 | Chris O'Shea
"Last week I gave a talk at Playful, a great conference in London.

After my talk quite a few people asked me again for names of things I’d shown or links, so here you go…"
chrisoshea  playful11  playful  play  children  toys  imagination  creativity  2011  trends  making  doing  glvo  from delicious
october 2011 by robertogreco
The American Crawl : “Pandemic Right Here! Got That Pandemic!”
"A board game that relies on collaboration amongst players instead of competition, Pandemic finds players racing around the globe treating infections and feverishly trying to discover the cure before another epidemic wrecks havoc on the globe. In effect, the players are working together to beat the game; either we all win or – as was most oft the case for us – we all lose.

A game that can be played by anyone, we found ourselves deliberating every action and discussing (or arguing) strategy. We were metacognitive in our decision making process. We highlighted what failed in past games (deciding to ignore the wildfire-like spread of disease in Asia, for instance was a particularly terrible strategy) and relied on our various locations, cards, and other game attributes to eventually beat the game."
pandemic  boardgames  games  play  collaboration  anterogarcia  2009  strategy  classideas  from delicious
october 2011 by robertogreco
Lego combines the digital and physical in iPhone game | BappProducts | Macworld
"Danish toy company Lego is pushing its toys into the mobile age with the Life of George iPhone app, which combines a digital and physical gaming experience.

The new Lego game consists of a free iPhone app, a set of bricks and a play mat that acts as a green screen. The goal is to build the image shown on the screen as fast as possible in real life. When players finish building the model they have to take a photo of the structure with their iPhone or iPod Touch to see if they succeeded. The app will calculate a score based on accuracy and speed."
lego  games  iphone  ios  applications  play  from delicious
october 2011 by robertogreco
Infovore » Blessed are the Toymakers
"Why not put technological skills to use making art (as I argued at Culture Hack Day)? Go one step further: rather than putting technology to use serving existing media – the books and films that Robin talks about – why not just invent new forms of media, as Jack Schulze and Timo Arnall describe? The new liberal arts are not on the edge of something big; they are on many edges, all at once. We get to decide where they tip over into; what’s at the bottom of those cliff-faces. Maybe those media will have the tiny audiences Sloan describes; maybe they’ll become huge. But we get to decide, and right now, there is space to play, and a need for those of us with weird skillsets – technological hands and flighty, artistic brains, or vice versa, ‘consecutive or concurrent’ – to go explore.<br />
<br />
Inventing media is a big job. We could start by making toys."
tomarmitage  making  robinsloan  doing  tools  mediainvention  newliberalarts  berg  berglondon  mattjones  jackschulze  timoarnall  media  storytelling  toys  play  2011  from delicious
september 2011 by robertogreco
Mammoth School | Knee High Media Japan
From Google Translate:<br />
<br />
"School and Mammoth, Mammoth's proposed concept for children continue to lead the future. Magazine, WEB, be linked to events, and explores a new STANDARD for education. These are the basic principles of a mammoth school. Learn from both parents and children, to disseminate the ideas that we will foster a rich opportunity.<br />
(1) PLAY to LEARN what there is to learn to play inside.<br />
(2) HANDS on LEARNING lead to a deeper understanding of experience to stimulate the mind and body.<br />
(3) GREEN LEARNING connection with the earth, learn how to live eco-friendly.<br />
(4) BILINGUAL CONVERSATION create an environment to learn from each other adult and children."<br />
<br />
[See also Knee High Media: http://www.khmj.com/contact ]<br />
<br />
[via: http://a-small-lab.com/projects/look-a-round ]
design  children  education  japan  tokyo  magazines  glvo  bilingual  green  learning  environment  handsonlearning  play  from delicious
september 2011 by robertogreco
Has Technology Changed the Way Children Play? | MindShift
"Playground culture and children’s games are not overwhelmed, marginalized or threatened by media."<br />
<br />
"despite the fears about an untoward influence of media and technology, the researchers found that children’s folklore and children’s imaginations still thrive"
learning  play  ipad  technology  children  audreywatters  2011  games  playgrounds  folklore  from delicious
september 2011 by robertogreco
Mitch Resnick: The Role of Making, Tinkering, Remixing in Next-Generation Learning | DMLcentral
"…best learning experiences come when people are actively engaged in designing things, creating things, & inventing things—expressing themselves.

…if we want people to really be fluent w/ new technologies & learn through their activities, it requires people to get involved as makers—to create things.

…best experiences come when…making use of the materials in the world around you, tinkering w/ things…coming up w/ a prototype, getting feedback…iteratively changing it…making new ideas, over & over…adapting to the current situation & the new situations that arise.

In our after school programs, we see many kids who have been unsuccessful in traditional educational settings become incredibly successful when they are given the opportunity to make, tinker, & remix.

…there are lessons for schools from the ways that kids learn outside of schools…

Over time, I do think we need to rethink educational institutions as a place that embraces playful experimentation."
tcsnmy  mitchresnick  mit  mitmedialab  medialab  scratch  mindstorms  lego  informallearning  learning  unschooling  deschooling  schools  play  prototyping  making  doing  remix  remixing  remixculture  self-expression  technology  lcproject  howardrheingold  makers  creators  iteration  iterative  wedo  lifelongkindergarten  education  experimentation  invention  feedback  2011  toshare  from delicious
september 2011 by robertogreco
My Father’s Final Gift « Aza on Design
"“Is it bigger than a bread box?”, I stare at the package in my hands. In it is my father. The man who invented the Macintosh and misnamed what should be the “typefaces” menu the “fonts” menu. He never forgave himself for his incorrect usage of English. He groomed with exacting use of language and considered that mistake a failure of being young and reckless with semantics. The man who invented click-and-drag was now the man who could hardly keep his gaze focused on his son. The box is, of course, smaller than a bread box. It’s a question we always ask. My family smiles out of habit.<br />
“No”, my father says. A long pause. “No”, he says again, “it is smaller than a bread box. Smaller and sharper.” He speeds the guessing game along. Time."<br />
<br />
[Also at: http://www.fastcodesign.com/1663156/the-mac-inventors-gift-before-dying-an-immortal-design-lesson-for-his-son ]
azaraskin  jefraskin  language  gifts  writing  design  history  questions  tradition  2011  via:jeeves  shaving  knives  razors  questioning  inquiry  play  has:via  from delicious
september 2011 by robertogreco
ARIS - Mobile Learning Experiences - Creating educational games on the iPhone
"ARIS is a tool for you to make mobile games, tours and interactive stories. Using the GPS and QR Codes, ARIS players will experience a virtual world of interactive characters, items and media placed in physical space."

[via: http://twitter.com/KornerstoneGuy/status/105744006423646208 ]
education  learning  design  technology  games  mobilegames  play  classideas  qrcodes  gps  interactive  storytelling  location-based  location  location-aware  from delicious
august 2011 by robertogreco
Future Perfect » Caco
"Day 1 in Lagos – setting up our pop-up design studio. 2 weeks on the ground with a strong local crew, so much to learn, to much to do. Highlight? Taking an okada across town to pick up supplies and outrunning the union guys trying to collect their daily levy – somehow managing it despite their optimal vantage point at the edge of a gridlocked round-about. These are the days."<br />
<br />
[See also: http://en.wikipedia.org/wiki/Okada_(commercial_motorcycle) ]
janchipchase  lagos  nigeria  okada  transportation  motorcycles  2011  play  work  howwework  popup  popupstudio  lcproject  learning  pop-updesignstudio  studios  design  pop-ups  from delicious
august 2011 by robertogreco
How are revolutions born? « Re-educate Seattle
"The best we can do, I think, is to simply embrace a new way of thinking about school and live our lives according to a new paradigm. If enough people do that, the revolution will happen. That’s how the agricultural revolution and the industrial revolution were born. That’s the only way that revolutions happen."
stuartbrown  kenrobinson  change  education  revolution  educationrevolution  unschooling  deschooling  gamechanging  paradigmshifts  stevemiranda  2011  keepon  tinkeringaroundthedges  substantivechange  tcsnmy  lcproject  schedules  schoolday  play  from delicious
august 2011 by robertogreco
Amazon.com: The Chairs Are Where the People Go: How to Live, Work, and Play in the City (9780865479456): Misha Glouberman, Sheila Heti: Books
"Should neighborhoods change? Is wearing a suit a good way to quit smoking? Why do people think that if you do one thing, you’re against something else? Is monogamy a trick? Why isn’t making the city more fun for you and your friends a super-noble political goal?…Misha Glouberman’s friend & collaborator, Sheila Heti, wanted her next book to be a compilation of everything Misha knew. Together, they made a list of subjects. As Misha talked, Sheila typed. He talked about games, relationships, cities, negotiation, improvisation, Casablanca, conferences, & making friends. His subjects ranged from the sublime to the ridiculous. But sometimes what had seemed trivial began to seem important—& what had seemed important began to seem less so…refreshing, appealing, & kind of profound. It’s a self-help book for people who don’t feel they need help, & a how-to book that urges you to do things you don’t really need to do."
books  toread  mishaglouberman  sheilaheti  cities  life  howto  humor  play  work  2011  from delicious
august 2011 by robertogreco
Ian Bogost - Procedural Literacy
"Learning to become computationally expressive is more important than ever. But I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."
education  technology  teaching  media  play  learning  computationalexpression  proceduralliteracy  computers  computing  tcsnmy  programming  coding  seymourpapert  logo  alankay  adelegoldberg  xeroxparc  ianbogost  from delicious
august 2011 by robertogreco
Is a Well-Lived Life Worth Anything? - Umair Haque - Harvard Business Review
"Though it harks back to antiquity, eudaimonia's a smarter, sharper, wiser, wholer, well, richer conception of prosperity. And deep down, while it might be hard to admit, I'd bet we all know that our current habits are leaving us — have left us — not merely financially and fiscally broken, but, if not intellectually, physically, emotionally, relationally, and spiritually empty, then, well, probably at least just a little bit unhealthy. Eudaimonic prosperity, in contrast, is about mastering a new set of habits: igniting the art of living meaningfully well. An active conception of prosperity, it's concerned not with what one has, but what one is capable of. Here's how I'd contrast Eudaimonia with its belching, wheezing industrial age predecessor:

Living, (working, and playing) not just having…
Better, not just more…
Becoming, not just being…
Creating and building, not just trading and raiding…
Depth, not just immediacy…"
umairhaque  culture  society  future  economics  2011  well-being  gamechanging  eudaemonia  immediacy  plannedlongevity  work  play  value  values  creation  making  doing  living  life 
july 2011 by robertogreco
Can a Playground Be Too Safe? - NYTimes.com [See also: http://www.laphamsquarterly.org/deja_vu/2011/07/what-doesnt-kill-you.php ]
"“Children need to encounter risks and overcome fears on the playground…monkey bars and tall slides are great. As playgrounds become more and more boring, these are some of the few features that still can give children thrilling experiences with heights and high speed.”<br />
<br />
After observing children on playgrounds in Norway, England and Australia, Dr. Sandseter identified six categories of risky play: exploring heights, experiencing high speed, handling dangerous tools, being near dangerous elements (like water or fire), rough-and-tumble play (like wrestling), and wandering alone away from adult supervision. The most common is climbing heights.<br />
<br />
“Climbing equipment needs to be high enough, or else it will be too boring in the long run,” Dr. Sandseter said. “Children approach thrills and risks in a progressive manner, and very few children would try to climb to the highest point for the first time they climb…"
children  psychology  play  parenting  design  safety  law  playgrounds  2011  risk  danger  from delicious
july 2011 by robertogreco
Grey Area
"Grey Area changes the way games are understood as part of the life in the city. The Company was founded to create a breakthrough gaming experience using real world locations as the context for mobile games.

We see cities as playing fields, neighborhoods as front lines.

The core group comprises Mikko Hämäläinen, Andreas Karlsson, Teemu Tuulari and Ville Vesterinen with a network of world class investors and advisors. We are currently looking for more talent to join our team of 15. Regardless of where you reside, if you get games and just got interested, get in touch!"
games  gaming  greyarea  location  situationist  helsinki  urban  urbanism  play  iphone  ios  finland  shadowcities  from delicious
july 2011 by robertogreco
Shadow Cities, a New iPhone Video Game - Review - NYTimes.com
"I have played the future of mobile gaming. It is called Shadow Cities.

If you have an iPhone, you simply must try this game. Shadow Cities isn’t just the future of mobile gaming. It may actually be the most interesting, innovative, provocative and far-reaching video game in the world right now, on any system.

That’s a strong, perhaps outrageous, statement. But it’s merited because Shadow Cities delivers a radically fresh sort of engagement. Shadow Cities fully employs the abilities of the modern smartphone in the service of an entertainment experience that feels almost impossibly exciting and new."

"Until now games on phones and tablets have basically used those devices as small versions of traditional game machines; they did not allow you to play directly with other users in real time and they certainly took no note of where you were in the real world…

But in Shadow Cities the network and the real world it pervades become the game, which is so much more powerful."
iphone  ios  applications  shadowcities  via:adamgreenfield  situationist  place  games  gaming  toplay  2011  play  gps  location-based  location-aware  greyarea  from delicious
july 2011 by robertogreco
SpeEdChange: A physical place for virtual education
"…physical place is importan…beautiful…flexible…interactive. Kids should be free to come & go, but I'd like them to want to stay. Kids should have the tools they need there, & access to food & drink & other "comforts." & the faculty needs to be there too - not for supervision - but for interaction as students need & want.<br />
<br />
…start w/ effective wireless capabilities in your "Physical Space for Virtual Learning," …4G comes in well…a Tool Crib of devices…lots of different kinds of seating. Tables and floor space for collaboration, and spaces - like music practice rooms - for solitude or quiet…furniture should all be movable, and probably whimsical in some ways…place for play…variety to the space, variety to the time, and variety in staff interaction…lighting varies…noise levels…vary…Don't pick "50 year" furniture.<br />
<br />
Think of MeetUps linked to any possible subject of mutual interests. Hold Hack Days geared to music or games or teaching or anything. And invite the community in…"
schooldesign  tcsnmy  lcproject  learning  irasocol  2011  space  place  unschooling  deschooling  education  community  furniture  schools  teaching  meetups  meetingplace  play  hackdays  hackerspaces  variety  diversity  from delicious
july 2011 by robertogreco
Community Media - Interactive World: Pathways to Participation - Elite Pedagogy and Revolution
"It is a sad fact that much of what we do in our younger years at school acts as barrier to our future confidence and enjoyment. The main reason is that most people are made to feel that they are failures, or fall short of the required standards.<br />
<br />
The component of play, spontaneity, & expression, are beaten out of us with the rigour of rules & traditions; a culture of compulsion prevails together with a morbid attraction to examination & assessment regimes. Our children suffer anxiety and stress; they become miserable & unresponsive. Retreating to private worlds, they seldom gain the confidence or the creativity to comprehend their suffering; the system's ultimate victory is that the children are unable to construct meaningful forms of rebellion.<br />
<br />
Our obsession with competition, elitism, skills' acquisition, specialisation, and a functional / instrumental approach to learning plays a major role in inhibiting the majority of individuals from participation and creative growth…"
unschooling  deschooling  education  tcsnmy  lcproject  learning  spontaneity  play  standards  standardization  testing  competition  competitiveness  failure  expression  compulsion  rules  tradition  anxiety  stress  racetonowhere  creativity  confidence  elitism  specialization  via:grahamje  from delicious
july 2011 by robertogreco
Amazon.com: The Lily: Evolution, Play and the Power of a Free Society eBook: Daniel Cloud: Kindle Store
"Why does a free society work so well? Are civil and political rights really indispensible for full modernity? Must we be free because we're prescient or because we're blind? The book is intended as a contribution to the genre that includes Mill's "On Liberty," Locke's "Second Treatise of Government" and Popper's "Open Society and its Enemies.""
books  toread  play  freedom  freesociety  society  evolution  johnlocke  karlpopper  johnstuartmill  opensociety  government  modernity  rights  from delicious
july 2011 by robertogreco
Paul Bloom | Professor of Psychology, Yale University | Big Think
"Paul Bloom is a professor of psychology at Yale University. His research explores how children and adults understand the physical and social world, with special focus on morality, religion, fiction, and art. He is a past president of the Society for Philosophy and Psychology and a co-editor of Behavioral and Brain Sciences, one of the major journals in the field. Dr. Bloom has written for scientific journals such as Nature and Science as well as for popular outlets such as The New York Times, the Guardian, and the Atlantic. He is the author or editor of four books, including "Descartes' Baby: How the Science of Child Development Explains What Makes Us Human." His newest book, "How Pleasure Works," will be published by Norton in June 2010."<br />
<br />
[This link points to the segment of the interview title: "How Are Kids Smarter Than Adults?"]
children  language  socialinteraction  brain  plasticity  psychology  imagination  pretending  interviews  paulbloom  play  pretend  development  fiction  evolution  perception  childdevelopment  morality  art  religion  pleasure  reality  purposefuldeception  self-deception  from delicious
july 2011 by robertogreco
Post by Robin Sloan: Thursday question 001: What's the future of offline role-playing games?
"had a fun Twitter back-and-forth…about Dungeons & Dragons…made me think about a few things:

* Board games like HeroQuest, which offered a sort of stripped-down D&D experience, played across a reconfigurable plastic-and-cardboard labyrinth.

* The fact that my friend +Robert Lavolette seems to enjoy the sourcebooks (detailing various monsters, locales, & lost civilizations) more than the games themselves.

* +Matt Penniman's love of new-school indie RPGs, many of which sport radically reduced rule sets—you can play some w/ just index cards.

So: What's the future of offline role-playing games?

Is the rise of a game like Settlers of Catan a sign that the mainstream is ready for nerdier fare? If there was going to be a breakout RPG (one played in person, around a table) what would it be? Do you have a dream RPG?

I'm interested to hear from folks who haven't played RPGs—who know them by reputation, or who have always been curious…"
robinsloan  games  rpg  arg  gaming  offline  play  cyoa  2011  settlersofcatan  larp  books  werewolf  mafia  interactive  fiction  if  interactivefiction  from delicious
july 2011 by robertogreco
Don’t show, don’t tell? - MIT News Office
"Cognitive scientists find that when teaching young children, there is a trade-off between direct instruction and independent exploration."
education  learning  teaching  psychology  pedagogy  instruction  inquiry  inquiry-basedlearning  play  cognition  cognitivesciences  children  humility  patience  howwelearn  howweteach  tcsnmy  toshare  lcproject  unschooling  deschooling  schools  schooliness  2011  mit  from delicious
july 2011 by robertogreco
The University Project
"…an experiment…to create a new kind of university…large space in…London; community of itinerant thinkers & precarious scholars; & desire to create the conditions for learning & inquiry which we have found too rarely in our current institutions.
…we will experiment w/ new ways of organising & supporting cultivation of knowledge…

…spaces of learning which are open to whoever values them, not only those who can pay.
…conditions under which deep thinking, careful scholarship & new ideas can flourish.
…space of reflection & exploration, not a production line for units of knowledge.
…to bring our whole selves…
…to treat material & economic conditions of university as a ground for research, experimentation, learning & play — rather than necessary evil we have to deal w/ every now & then.
…university in which we learn how to make a life for ourselves, not just how to market our skills to employers.
…share what we learn freely…
…learning in atmosphere of collaboration & friendship."
education  collaboration  universities  diy  participatory  dougaldhine  inquiry  learning  ekstitutions  freeschools  reallyfreeschool  london  uk  anarchism  open  sharing  knowledge  unschooling  deschooling  the2837university  reflection  exploration  play 
june 2011 by robertogreco
The Future Of College: Forget Lectures And Let The Students Lead | Co.Design
"The technological power of the "cloud" as an aggregator of global knowledge & social network capital combines w/ natural tendency to learn through sharing & playing to create a multidimensional, interconnected network that solves complex problems. Simply put: Purpose & play drive learning.<br />
<br />
These students help us discern what is valuable about higher-ed learning & what needs to be shed to save it from complete ossification. The insular nature of academia could lead to its demise, but these students also see tremendous value in its ability to incubate. Unis become testing grounds where students can find mentors, receive funding, & iterate initiatives with real-world consequences. The design community can debate where innovation comes from, but we can no longer look to authoritarian, top-down dictation to drive societal change. If the blossoming of this pattern doesn’t point to a new trend in education, then it at least represents what these higher-ed institutions must become."
unschooling  deschooling  hierarchy  trungle  highereducation  highered  colleges  universities  organizations  education  learning  mentoring  mentorship  apprenticeships  problemsolving  criticalthinking  realworld  entrepreneurship  lcproject  johndewey  life  sugatamitra  peterthiel  via:lukeneff  play  purpose  academia  networkedlearning  networks  cloud  socialnetworks  authority  authoritarianism  from delicious
june 2011 by robertogreco
YouTube - Sudbury Valley School - Focus and Intensity
"This video is a glimpse into the life of our school. Enter a world of young people who are exuberant about their lives, and are fully in control of their education. We hope you will enjoy their spirit, their focus, and above all their intensity in pursuing their passions."
sudburyschools  sudburyvalleyschool  education  unschooling  deschooling  learning  democratic  democraticschools  democracy  tcsnmy  schools  lcproject  2011  play  videogames  games  from delicious
june 2011 by robertogreco
Nomic - Wikipedia
"Nomic is a game created in 1982 by philosopher Peter Suber in which the rules of the game include mechanisms for the players to change those rules, usually beginning through a system of democratic voting.[1]

"Nomic is a game in which changing the rules is a move. In that respect it differs from almost every other game. The primary activity of Nomic is proposing changes in the rules, debating the wisdom of changing them in that way, voting on the changes, deciding what can and cannot be done afterwards, and doing it. Even this core of the game, of course, can be changed."

—Peter Suber, the creator of Nomic, The Paradox of Self-Amendment, Appendix 3, p. 362.

Nomic actually refers to a large number of games based on the initial ruleset laid out by Peter Suber in his book The Paradox of Self-Amendment."
education  politics  games  change  community  petersuber  play  democracy  self-amendment  logic  philosophy  lawyering  variability  nomic  from delicious
june 2011 by robertogreco
Study raises questions about full-day kindergarten
"Full-day kindergarten may be having a negative effect on the learning and personal development of some children, according to new research.<br />
<br />
Early results from a pilot study focusing on two classrooms in southwestern Ontario revealed that teachers in a regular school setting were often caught in the tension that exists between meeting curriculum expectations and teaching to student interests.<br />
<br />
The researchers argue that academic goals, centered on results and preparation for standardized tests in later years, are taking away from play-based learning that builds upon what the child already knows."
play  curriculum  emergentcurriculum  kindergarten  pedagogy  teaching  learning  longterm  unschooling  deschooling  tcsnmy  lcproject  schools  schooliness  standardizedtesting  testing  conflict  results  2011  from delicious
june 2011 by robertogreco
DON'T GO OUTSIDE [In response to “The internet is not our playground anymore.” — Ben Brown]
"All due respect to Ben Brown, but fuck this.<br />
<br />
When I was a little kid and would hang out at the playground and the older kids would show up and tell me to leave, I always left. I ran home scared. I hid in my room hoping those kids didn’t see which direction I ran because they might follow me and then they could be waiting for me next time I left. I’d stay in my room for hours freaking out about it.<br />
<br />
And then I grew up and realized that those kids didn’t have any more right to the playground than I did and the only reason they had any power over me was because I gave it to them. I told them it was OK for them to boss me around. I gave them my playground.<br />
<br />
I’m not making that mistake again. This is my playground and I’m not giving it away to anyone."
seanbonner  benbrown  internet  bullies  play  playgrounds  open  web  online  activism  hierarchy  freedom  equality  self-defense  2011  from delicious
june 2011 by robertogreco
(hm) Electric Literacy Playground
"In the 20th century, youth culture gave birth to a new sensory training ground that helped us explore and adapt to the emerging electronic environment."<br />
<br />
""To think of such a culture as 'preliterate' is already to distort it. It is like thinking of a horse as an automobile without wheels." - Walter Ong"<br />
<br />
"Since we are, like the ancient Athenians, living through the beginning of a major technological revolution that is putting pressures on every aspect of our cultural fabric, de Kerckhove's study of the Greek theater should make us pause and ask ... <br />
<br />
"What would a playground for electric literacy look like?" and "Have we already created such an environment?""<br />
<br />
"What would a sensory training ground for electric literacy feel like?"<br />
<br />
"The distinctions between art and utility are already beginning to blur in our digital world."
education  technology  culture  history  media  art  headmine  utility  glvo  cv  literacy  senses  sensory  training  unschooling  deschooling  digital  marshallmcluhan  ancientgreece  play  digitalliteracy  society  sensemaking  bighere  longnow  walterong  tcsnmy  lcproject  shiftctrlesc  from delicious
june 2011 by robertogreco
Play is Art in the Age of Networked Reproduction
"Play is Art... is an exploration into the evolving meaning of art in the 21st century. There are six parts, the first two are here as a draft. More to come .... peaceandlove from @shiftctrlesc // #playisart"<br />
<br />
"The artist is no longer a fringe member of society but a role that all of us must play in order to sustain our electronic culture. In the 21st century, the distinctions between art and life will disappear, and play will once again become the ground for our cultural sense making."
art  play  culture  work  sensemaking  meaningmaking  life  leisurearts  connectivity  ubicomp  society  glvo  lcproject  unschooling  deschooling  cv  headmine  networks  networkedreproduction  shiftctrlesc  from delicious
june 2011 by robertogreco
How I Failed, Failed, and Finally Succeeded at Learning How to Code - Technology - The Atlantic
"Kids are naturally curious. They love blank slates: a sandbox, a bag of LEGOs. Once you show them a little of what the machine can do they'll clamor for more. They'll want to know how to make that circle a little smaller or how to make that song go a little faster. They'll imagine a game in their head and then relentlessly fight to build it.
Along the way, of course, they'll start to pick up all the concepts you wanted to teach them in the first place. And those concepts will stick because they learned them not in a vacuum, but in the service of a problem they were itching to solve.

Project Euler, named for the Swiss mathematician Leonhard Euler, is popular (more than 150,000 users have submitted 2,630,835 solutions) precisely because Colin Hughes…crafted problems that lots of people get the itch to solve. And it's an effective teacher because those problems are arranged like the programs in the ORIC-1's manual, in what Hughes calls an "inductive chain":"
education  learning  teaching  history  howto  coding  programming  curiosity  sandboxes  lego  blankslates  projecteuler  problemsolving  math  mathematics  themathematician'slament  paullockhart  curriculum  collegeboard  testing  rote  rotelearning  criticalthinking  jamessomers  colinhughes  basic  games  gaming  play  tcsnmy  unschooling  deschooling  pedagogy 
june 2011 by robertogreco
Whist - Wikipedia
"Whist is a classic English trick-taking card game which was played widely in the 18th and 19th centuries. It derives from the 16th century game of Trump or Ruff, via Ruff and Honours. Although the rules are extremely simple, there is enormous scope for scientific play."
games  cardgames  play  srg  edg  classideas  whist  trump  ruff  from delicious
may 2011 by robertogreco
Are pink toys turning girls into passive princesses? | Kat Arney | Science | guardian.co.uk
"The colour-coding of toys – pink for girls and blue for boys – reinforces pernicious gender stereotypes, says Kat Arney"
katarney  color  stereotypes  gender  boys  girls  toys  play  pink  2011  from delicious
may 2011 by robertogreco
Freedom Is Free - Mark A. DeWeaver - Mises Daily
"Many people imagine authoritarian regimes have an advantage over free societies because they can force people to conform to a rational plan. Freedom, it would seem, isn't free…comes at cost of irrationality. Free enterprise results in Hilferding's "anarchic production," democracy in Marx's "parliamentary cretinism." Surely better outcomes could be achieved by an all-wise, incorruptible philosopher king, if only a suitable person could be found for the job…<br />
<br />
…free society is a playful society…constantly innovating…coming up w/ new ideas…trying new things…thrives on irony & humor rather than on certainty…typically cannot even account for its own success…simply accepts anything that works.<br />
<br />
The moral…free societies…"accomplish everything by doing nothing."…are…"like the flower, who has no rational plan to provide for herself, but still ends up dressed more richly than Solomon…"<br />
<br />
[via: https://twitter.com/bopuc/status/71130524705492992 ]
freedom  marxism  anarchism  authoritarianism  power  society  life  innovation  play  democracy  irony  humor  experimentation  books  toread  danielcloud  from delicious
may 2011 by robertogreco
Amazon.com: Finite and Infinite Games: A Vision of Life as Play and Possibility (9780345341846): James P. Carse: Books
"An extraordinary book that will dramatically change the way you experience life.

Finite games are the familiar contests of everyday life, the games we play in business and politics, in the bedroom and on the battlefied -- games with winners and losers, a beginning and an end. Infinite games are more mysterious -- and ultimately more rewarding. They are unscripted and unpredictable; they are the source of true freedom.

In this elegant and compelling work, James Carse explores what these games mean, and what they can mean to you. He offers stunning new insights into the nature of property and power, of culture and community, of sexuality and self-discovery, opening the door to a world of infinite delight and possibility.

"An extraordinary little book . . . a wise and intimate companion, an elegant reminder of the real.""

[via: https://twitter.com/bopuc/status/71130524705492992 ]
books  play  life  experience  independence  freedom  jamescarse  motivation  power  property  culture  community  self-discovery  toread  open-ended  unscripted  predictablity  unpredictability  competition  work  everyday  finitegames  infinitegames  from delicious
may 2011 by robertogreco
The seduction secrets of video game designers | Technology | The Observer
"So games aren't just about wasting time. They fulfil intrinsic human needs, whether we are conscious of it or not. "That loop of agency, learning and disproportionate feedback is at the heart of something very important," says Margaret Robertson. She thinks for a second before pointedly adding: "And very, very seductive.""
education  learning  design  technology  gaming  videogames  play  games  human  psychology  from delicious
may 2011 by robertogreco
melaniemcbride.net » Melanie McBride
"Toronto-based early adopter, educator & digital culture specialist who writes, teaches & researches emergent literacies & learning. In 2010, Melanie joined Ryerson University’s Experiential Design & Gaming Environments (EDGE) lab team, where she is currently researching & writing about children’s learning in gaming environments and virtual social spaces. Melanie is also at work on a book about digital literacies and the hidden curriculum of emergent learning & education. Melanie has taught secondary, post-secondary, industry, alternative, at-risk & adult education. When she is not writing and researching she can be found raiding in World of Warcraft or tending her crops in Minecraft."

"Research Interests: Social justice, situated informal learning, gaming/game culture, MMOs and multiplayer games, virtual and persistent worlds, transmedia, remix and maker culture, Open technology, Open education, critical pedagogy, critical theory, hidden and null curriculum, privacy"
games  education  melaniemcbride  toronto  teaching  learning  gaming  play  situationist  situatedlearning  criticalpedagogy  criticaleducation  open  opentechnology  informallearning  transmedia  mmo  wow  unschooling  deschooling  lcproject  tcsnmy  situatedinformallearning  socialjustice  criticaltheory  privacy  simulations  digitalliteracy  emergentcurriculum  emergentlearning  hiddencurriculum  minecraft  from delicious
may 2011 by robertogreco
Gamification: Ditching reality for a game isn't as fun as it sounds. - By Heather Chaplin - Slate Magazine
"McGonigal…not advocating any kind of real change, as she purports, but rather change in perception…wants to add gamelike layer to world to simulate these feelings of satisfaction, which indeed people want. What she misses is that there are legitimate reasons why people feel they’re achieving less. These include the boring literal truths of jobs shipped overseas, stagnant wages, & a taxation system that benefits the rich & hurts middle class & poor. You want to transform peoples’ lives into games so they feel as if they’re doing something worthwhile? Why not just shoot them up w/ drugs so they don’t notice how miserable they are? You could argue that peasants in Middle Ages were happy imagining that the more their lives sucked here on earth the faster they’d make it into heaven. I think they’d have been better off w/ enough to eat & some health care. Indeed, gamification is an allegedly populist idea that actually benefits corporate interests over those of ordinary people."
society  games  psychology  gamification  gaming  janemcgonigal  social  socialism  capitalism  populism  motivation  drugs  middleages  reality  play  from delicious
may 2011 by robertogreco
Miyashita Park by Atelier Bow-Wow | Spoon & Tamago
"Up until very recently, depending on where you were on the spectrum of social politics, Miyashita Park was either a safehaven for those rejected from society, or a neighborhood blight that is breeding ground for trouble.<br />
<br />
But on April 30th a brand new Miyashita Park opened to the public and, despite the same name, it is unrecognizable to anyone who knew it prior to its reincarnation. What used to be home to hundreds of homeless, the blue tarpaulin, cardboard boxes and tents that comprised their dwellings are now nowhere to be seen. What used to feel like a space so far-removed from civilization it felt like a different country, has now, perhaps by force, been integrated into the hip mega-district that is Shibuya. More on that here.<br />
<br />
With funding from Nike and blueprints provided by renowned architects Atelier Bow-Wow, a brand new space for the local community, equipped with everything from skating ramps to rock-climbing walls, has been put in place.…"
atelierbowwow  architecture  urban  parks  playgrounds  play  miyashitapark  design  landscape  japan  tokyo  shibuya  from delicious
may 2011 by robertogreco
State of Play by Mike Deri Smith - The Morning News
"Does your minor want to be a miner? How about a McNugget cook? MIKE DERI SMITH considers KidZania, a revolutionary theme park coming soon to the U.S. that lets kids play at corporate-sponsored employment." [Scary.]
capitalism  play  business  children  themeparks  workslavery  work  consumerism  materialism  consumption  corporations  corporatism  education  indoctrination  from delicious
april 2011 by robertogreco
Breaking Free From the Iron Cage: Business in the Connected Age : peterme.com
"So, if strategy & planning are manageable, it again begs the question, why are so many experiences so bad? & as you dig further, you realize the problem is with the organization itself. Strategies, plans, & execution are all outputs of organizational behavior. & if your organization is broken, if its values are ill-defined, vision unclear, & goals too restrictive, this will inevitably lead to mindless strategies, ill-considered plans, and sub-par execution.<br />
So you need to address the extremely challenging aspects of organizational dynamics, interpersonal relationships, and all manner of, well, people stuff. And when you do that, you realize most corporations still operate under the mechanistic and bureaucratic practices of the 19th and 20th centuries, born of railroad functions and mass manufacturing. These bureaucratic approaches are inherently dehumanizing, and so these organizations struggle with the key characteristic of delivering great experiences–human engagement."
business  connectivism  learning  values  organizations  petermerholz  tcsnmy  lcproject  bureaucracy  hierarchy  relationships  flow  isolation  play  work  workplace  deschooling  unschooling  autonomy  control  industrialage  generative  services  social  society  change  human  humans  management  administration  leadership  experience  2011  from delicious
april 2011 by robertogreco
As things get trickier, we need to get more human : peterme.com
"It turns out that humans, given a chance to engage with their complete selves, are pretty good at dealing with complexity and connectedness. As I wrote in “Innovate Like a Kindergartner,” I’m convinced that the interest in “design thinking” is less about exploiting the power of design, and more about getting in touch with those things that make us human. As businesses realize this, we’re seeing a re-humanizing of the workplace."
design  business  designthinking  petermerholz  adaptivepath  work  tcsnmy  hierarchy  management  administration  leadership  risk  risktaking  play  playfulness  humans  human  complexity  adaptability  problemsolving  bureaucracy  commandandcontrol  change  gamechanging  lcproject  deschooling  unschooling  from delicious
april 2011 by robertogreco
HORT | better taste than sorry.
"Even the word “HORT” is great. It’s a German word for an after school care center. Why did they choose it?

“HORT – a direct translation of the studio’s mission. A creative playground. A place where ‘work and play’ can be said in the same sentence. An unconventional working environment. Once a household name in the music industry. Now, a multi-disciplinary creative hub. Not just a studio space, but an institution devoted to making ideas come to life. A place to learn, a place to grow, and a place that is still growing. Not a client execution tool. HORT has been known to draw inspiration from things other than design.”"

[Another post on Hort from the same blog: http://bettertastethansorry.com/2009/11/eike-konig-everyday-is-like-christmas/ ]

[And look at this, the video that started this whole Hort binge is also on the blog: http://bettertastethansorry.com/2011/03/a-tribute-to-eike-konig/ ]
hort  eikekönig  play  learning  studioclassroom  lcproject  design  education  playgrounds  unschooling  deschooling  graphics  graphicdesign  teaching  tcsnmy  openstudio  multidisciplinary  crossdisciplinary  learningplaces  learningenvironments  from delicious
april 2011 by robertogreco
HORT [See also: http://vimeo.com/20949186 ]
"HORT began its inhabitance back in 1994, under the previous stage name of EIKES GRAFISCHER HORT. Who the hell is Eike? Eike is the creator of HORT. HORT - a direct translation of the studio's mission. A creative playground. A place where 'work and play' can be said in the same sentence. An unconventional working environment. Once a household name in the music industry. Now, a multi-disciplinary creative hub. Not just a studio space, but an institution devoted to making ideas come to life. A place to learn, a place to grow, and a place that is still growing. Not a client execution tool. HORT has been known to draw inspiration from things other than design.

It is encouraged that you don't see the work displayed on this website as a library of ideas and visual styles to pick and choose from, but a showcase of our capabilities and achievements. HORT are willing to give most things a go. I mean how are you supposed to learn if you don't try. Right?"
hort  design  lcproject  learning  tcsnmy  studios  studioclassroom  learningenvironments  illustration  germany  berlin  creativity  curiosity  play  eikekönig  cv  multidisciplinary  crossdisciplinary  interdisciplinary  collaboration  children  safety  work  howwework  sharing  systems  education  unschooling  deschooling  growing  uncertainty  failure  risk  risktaking  schooldesign  freedom  autonomy  revolution  from delicious
april 2011 by robertogreco
The Pursuit of Perfection | Mssv
"The reason why the new American Dream is so chilling is because imposes practically unachievable goals and ultimately destructive desires upon us all (I’m including the entire rich world here). It distracts us from examining our own lives and deciding what we want ourselves in favour of buying more and more stuff.

Gamification holds out the promise of achieving those goals. It tells us that if you play the right games with enough enthusiasm and persistence, then you can have a perfect life and make a perfect world – at least, according to the game, if not necessarily in reality.

I’m sure that many games that seek to improve our lives and the world will work, to an extent. But many will not, whether through poor design or badly-constructed goals. We all need to be careful about games that promise to change our lives. Just as the unexamined life is not worth living, the unexamined game is not worth playing."
simulations  games  gaming  arg  janemcgonigal  adrianhon  2011  consumerism  gamification  criticism  life  play  meaning  value  unexaminedlife  reflection  goals  motivation  reality  from delicious
april 2011 by robertogreco
Drift Deck
"Welcome to Drift Deck, a different sort of city guide. Think of it as a set of playing cards that help you playfully find your own, untouristy way through city streets. It's a set of simple cues, clues, actions, and provocations to see your way about the city, looking at it from a different angle. It will make you an active part of your own romp around.

Drift Deck will help you capture and share your discoveries. You'll be able to share your journey through the maps you make and the photos you take. Share your Drifts with others around the world! Be active, not passive. Enjoy."
situationist  driftdeck  exploration  derive  dérive  julianbleecker  dawnlozzi  jonbell  davidspencer  brucesterling  bencerveny  kevinslavin  katiesalen  janemcgonigal  ianbogost  janepinckard  urban  urbanism  ios  iphone  applications  cities  perspective  noticing  engagement  observation  interaction  serendipity  maps  mapping  photography  psychogeography  context  context-awareness  undesign  design  arttechnology  landscape  landscapeasinterface  play  games  from delicious
april 2011 by robertogreco
Suwappu: Toys in media – Blog – BERG
"We all remember making up stories with our toys when we were young, or our favourite childhood TV cartoon series where our toys seemed to have impossible, brilliant lives of their own. Now that we have the technology to have toys soak in media, what tales will they tell?"<br />
<br />
[See also: http://www.dentsulondon.com/blog/2011/04/05/introducing-suwappu/ ]
berg  toys  ar  suwappu  cartoons  animals  storytelling  2011  play  media  berglondon  timoarnall  dentsu  augmentedreality  from delicious
april 2011 by robertogreco
« earlier      

related tags

$100  3d  3m  37signals  42entertainment  2837university  a-small-lab  aarhus  abstraction  academia  academics  accd  accents  access  achievement  achievementgap  acknowledgement  action  actionplay  activism  activities  adamgreenfield  adamhenriksson  adamsandler  adaptability  adaptation  adaptivepath  adaptivepotentiation  adaptivereuse  adelegoldberg  adhd  adjacentpossible  administration  adolescence  adrianhon  ads  adults  adventure  advertising  advice  aesthetics  affinityspaces  africa  age  agencies  agency  agesegregation  agitpropproject  ai  aiga  aigapivot  airports  alancooper  alanjacobs  alankay  alberteinstein  alexdeschamps-sonsino  alexfleetwood  algebra  algore  algorithms  alicetaylor  alisongopnik  alkaseltzer  allentan  allsorts  alted  alternatereality  alternative  altgdp  ambient  ambientintimacy  amélie  analysis  anarchism  anarchy  ancientegypy  ancientgreece  andysmallman  anecdote  animalcrossing  animals  animation  annegalloway  annotation  anterogarcia  anthropology  anticommons  anxiety  anxiousparenting  apatternlanguage  aphorisms  api  apple  applications  appreciation  appreciations  apprenticeships  ar  architecture  area/code  areacode  areae  arg  argentina  argoscatalog  art  arthurcclarke  artificialempathy  artificialintelligence  artists  arts  arttechnology  asia  asobi  aspirations  assessment  astrobiology  astronomy  astrophysics  atelierbowwow  athletes  athletics  attention  attitude  audiencesofone  audio  audreywatters  augmented  augmentedreality  augmentedrealityfiction  australia  authenticity  authoritarianism  authority  autodidacts  autonomy  availability  availabot  avoidance  aware  awareness  awe  azaraskin  baby  bacteria  badges  balance  barackobama  barelygames  basaap  baseball  basic  basketball  batman  bbc  beauty  becta  bees  behavior  belesshelpful  belief  belonging  benbrown  bencerveny  benchmarks  berg  berglondon  berlin  bertrandduplat  bibliography  bigdog  biggames  bighere  bikes  biking  bilingual  billywilder  bingo  biology  biotechnology  blackswans  blankslates  blasttheory  bldgblog  blendedlearning  blockschedules  blogging  blogs  bluemangroup  blueschool  boardgames  bocce  bocceball  body  bohm  boingboing  bookmarking  bookmarks  books  boredom  borges  boston  boundaries  boxes  boys  braid  brain  brainstorming  branding  brands  brasil  brianburton  brianeno  brianphillips  briansutton-smith  brooks  browser  browsing  brucesterling  buenosaires  bugs  build  building  bullies  bullying  bureaucracy  burnout  business  buttons  béabeste  calhenderson  california  cambodia  cambrianmoment  cameras  cancer  candyland  capitalism  capucine  carbon  carcassone  cardboard  cardboardtubes  cardgames  cards  careers  caroldunlop  caroldweck  cars  cartography  cartoons  cascadia  catalan  caterinafake  catherineherdlick  cativaucelle  cc  certainty  challenge  change  channel4  chaos  characters  charity  chat  cheating  chemistry  chess  chidren  child-scale  childdevelopment  childhood  children  chinamieville  choice  chooseyourownadventure  chrisbell  chrisberthelsen  chrislehman  chrislehmann  chrisoshea  christiannold  christopheralexander  chriswink  cinema  cities  citizenship  civics  civildisobedience  civility  clarereddington  classideas  classification  clayburell  clients  climate  clivethompson  clothing  cloud  cloudcomputing  clubhouses  clubpenguin  cmk  co-construction  cockroach  cocreation  coding  cognition  cognitive  cognitivesciences  colinhughes  colinward  collaboration  collaborative  collaborativefiltering  collapse  collecting  collections  collective  collectiveintelligence  collectivism  collegeboard  colleges  cologne  color  comedy  comeoutandplay  comics  commandandcontrol  comments  commerce  commons  communication  communities  community  communitycenters  competition  competitions  competitiveness  complexity  composition  compromise  compulsion  computationalexpression  computer  computers  computersgames  computing  concentration  conferences  confidence  conflict  conflictaversion  connectivism  connectivity  consciousness  consequences  conservation  consilience  constraints  construction  constructivism  consulting  consumer  consumerism  consumption  contact  containers  contemplative  content  contentcreation  context  context-aware  context-awareness  contextual  contradiction  contranyms  control  controllers  controversial  controversy  contructionplay  convergence  conversation  cooking  cooperation  coordination  copenhagen  core77  corporations  corporatism  coudalpartners  countries  craft  crafts  create  creation  creative  creativecommons  creativity  creators  credentials  cricket  criticaleducation  criticalpedagogy  criticaltheory  criticalthinking  criticism  cross-mediareferences  crossdisciplinary  crossmedia  crosspollination  crowds  crowdsourcing  cryptozoology  csiap  culture  curiosity  currency  curriculum  customization  cv  cyberculture  cyberspace  cycles  cyoa  d.school  daily  damagedbyschools  danahboyd  dance  danger  dangermouse  danielcloud  danmeyer  dannyo'brien  dansiegal  darkmatter  data  datamining  davechappelle  davehickey  davidbyrne  davidedery  davidelkind  davidfosterwallace  davidhutchison  davidkelley  davidkolb  davidperry  davidspencer  davidtheogoldberg  dawdling  dawnlozzi  dayofthetentacle  dconstruct  dconstruct2011  death  debate  deborahmeier  debt  decisions  dedication  degamification  del.icio.us  delight  democracy  democratic  democraticschools  denmark  dentsu  dependence  depression  depth  derive  deschooling  design  designeducation  designfiction  designthinking  desire  destruction  developers  development  devices  dialogue  dianarhoten  dice  dictionary  diegutefabrik  dieterrams  differences  difficulty  digital  digitalliteracy  digitalmedia  digitalnatives  digitalstorytelling  dillerscofidio  directinstruction  dirkkuyt  dirt  discipline  discovery  disputes  dissection  distributed  divergentthinking  diversity  division  diy  djspooky  dml  dml2012  do  documentary  dodgeball  doers  dogs  doing  dolphins  doncheadle  dontapscott  dopplr  dorodango  dougaldhine  douglasrushkoff  douglasthomas  douglaswilson  dougnoon  downloads  drawing  drawntolife  driftdeck  drj  drm  dropbox  dropouts  drugs  ds  duckduckgo  duncanspeakman  dungeonsanddragons  dynamic  dynamics  dérive  e-learning  eames  earlychildhood  echolocation  ecology  economics  economy  ecosystems  edg  edge  edithackermann  edtech  eduardomontes-bradley  education  educationrevolution  edutainment  edutopia  egypt  eikekönig  ekstitutions  elearning  elections  electronics  elitism  elsewhere  email  embodiedlearning  embodiment  emergentcurriculum  emergentlearning  emerging  emissions  emoticons  emotion  emotionalplay  emotionalrobots  emotions  empathy  energy  engagement  engineering  english  enterprise2.0  entertainment  entrepreneurship  environment  enzomari  eowilson  ephemerality  equality  equipment  ericcostello  ericpaulos  esa  escape  escapism  español  esperimentation  ethanbodnar  ethics  ethnography  eudaemonia  europe  evaluation  events  eveonline  everquest  everyday  everyware  evocativeobjects  evoke  evolution  evolutionarysoup  ewanmcintosh  excel  exercise  exhibitions  exhibits  expectations  experience  experiencedesign  experientiallearning  experimental  experimentation  experiments  exploration  expression  extrinsicmotivation  fabrica  facebook  facebookconnect  facts  failure  fake  families  family  fanart  fanfiction  fantasy  farmville  faulkner  fear  feedback  feelings  ferry  festivals  fiction  filetype:pdf  film  filmmaking  filterbubble  finance  finitegames  finland  firefox  firstlife  fitness  flash  flashmobs  flexibility  flexibletools  flickr  flights  flip  flocking  flora  flow  fluidity  flux  focus  focusgroups  folklore  folksonomy  foocamp  food  football  forbuilding  forecasting  foreign  forgetting  formal  formallearning  forums  foursquare  fractionalai  fragility  france  frankchimero  fredwilson  free  freechoice  freedom  freeform  freelance  freemandyson  freemarkets  freeplay  freeschools  freesociety  freetime  freeware  french  friedrichfroebel  friendship  fringe  frontrunners  frustration  fujikindergarten  fulfillment  fun  function  functionalism  funware  furniture  futbol  future  futures  futurism  futurology  gadgets  galleries  game  gamebasedlearning  gamechanging  gamecriticism  gamedesign  gamedev  gamemechanics  gameplay  gamers  games  gametheory  gamification  gaming  gear  geekdad  gender  generalists  generality  generations  generative  geneticengineering  genetics  genius  genre  gentrification  geocaching  geofflreymiller  geography  geohashing  geolocation  geometry  georgedyson  georgeoates  geotagging  germany  gestures  gevertulley  gifts  girls  glitch  global  globalism  globalwarming  glvo  gmail  gne  goals  google  google20%  googlecampus  googlemaps  googlephone  googlereader  government  gps  grades  grading  graffiti  grantmccracken  graphene  graphicdesign  graphics  grayalbum  grazing  green  gregsmith  greyarea  greyworld  grit  groupmemory  groupplay  groups  growing  growth  gta  guides  guitar  gumption  guns  guydebord  habbo  habbohotel  habits  habitsofmind  hackdays  hackerculture  hackers  hackerspaces  hacking  hackingeducation  hacks  hajross  half-formedthoughts  handhelds  handson  handsonlearning  hanso  happines  happiness  happinesshacking  haptic  hardware  harrypotter  harvestmoon  has:via  he-man  headmine  headphones  health  heatherchamp  helenhughes  helicopterparenting  helicopterparents  helsinki  henryjenkins  heretics  heroes  hgwells  hiddencurriculum  hide&seek  hide&seek;  hideandseek  hierarchy  highart  highered  highereducation  hiragana  history  hivemind  hoaxes  holeinthewall  hollygramazio  home  homebrew  homes  homeschool  homoludens  hope  hopscotch  hort  howardrheingold  howardzinn  howbuildingslearn  howto  howwelearn  howweteach  howwework  hp  hubbub  human  humanism  humanity  humans  humility  humor  hunch  hybrids  hyderabad  hypermiling  hypertext  ianbogost  ibm  icons  ideas  identity  ideo  idleness  if  iftf  ikea  illusions  illustration  ilovebees  im  images  imagination  imaginitiveplay  immediacy  immersion  immersive  immersivegames  immigration  imperfection  improvisation  inattention  independence  independent  india  individualization  indoctrination  industrialage  industry  infinitegames  influence  infographics  infomallearning  infooverload  informal  informallearning  information  infrastructure  ingenuity  inhibition  innocence  innovation  input  inquiry  inquiry-basedlearning  insanity  insects  insomnia  inspiration  installation  instinct  instituteofplay  institutions  instruction  integratedlearning  intellect  intelligence  interaction  interactiondesign  interactive  interactivefiction  interactivity  interdisciplinary  interestdriven  interested  interestingness  interestingnorth  interests  interface  interiors  international  internet  interview  interviews  intimacy  intrinsicmotivation  introversion  introverts  inventingkindergarten  inventingthefuture  invention  inventiveplay  investment  ios  ipad  iphone  iphoto  ipod  irasocol  irony  isaacasimov  isamunoguchi  isolation  italy  iteration  iterative  ivanillich  iwb  ixd  jackcase  jackschulze  jamescarse  jamespaulgee  jamessomers  jamessurowiecky  janchipchase  janejacobs  janemcgonigal  janepinckard  janmcgonigal  japan  japanese  jeanpiaget  jefraskin  jejune  jenovachen  jesperjuul  jesseschell  jetset  jilee  jimcoudal  johanhui  johanhuizinga  johannsebastianjoust  johansebastianjoust  johndewey  johnholt  johnlocke  johnrendon  johnseelybrown  johnstuartmill  johntaylorgatto  johnthackara  joiito  jonahlehrer  jonathanliu  jonbell  josephcampbell  journalism  journey  joust  joy  juanfreire  julianbleecker  juliocortázar  juliuserving  junkspace  jurgengreubel  justinhall  kafka  kaospilots  karlpopper  karsalfrink  katakana  katamaridamacy  katarney  kathysierra  katiesalen  katylindemann  kawai  keepon  keitatakahashi  kenrobinson  kevinkelly  kevinslavin  keynote  kickball  kickstarter  kids  kierongillen  kindergarten  kindness  kinesthetic  kinetic  knives  knowledge  knowledgeecologies  konstantinnovoselov  korea  kottke  kurosawa  kyokan  labels  labs  lagos  landscape  landscapeasinterface  language  languagearts  languages  laptops  larayuela  larp  larrylessig  law  lawrencepearsalljacks  lawyering  lcproject  leadership  leaning  leapsoffaith  learning  learningbydoing  learningcommunities  learningecologies  learningenvironments  learningplaces  lectures  legal  lego  leisure  leisurearts  lessons  letters  liberation  libraries  life  lifeasgame  lifehacks  lifelongkindergarten  lifestyle  lift11  light  lighting  lindastone  linear  linguistics  Linux  lists  literacy  literatura  literature  littlebigplanet  live  livetowork  living  local  location  location-aware  location-based  locative  locativeart  locativemedia  logic  logo  london  longnow  longtail  longterm  looping  looting  losangeles  losing  lost  lostring  loveoflearning  lowbrow  lucasarts  lucasmireles  ludicorp  ludology  mac  machinama  machineproject  machines  machinima  madeup  mafia  magazines  magic  make  makedo  makers  making  makingtime  malcolmgladwell  mammals  management  managersschedule  manipulation  manufacturing  mapping  maps  marcelkampman  marginalia  mariamontessori  mariefoulston  marine  mario  markallen  marketing  markets  markpaschal  markpesce  marktwain  marshallmcluhan  marxism  marypoppins  masses  masstransit  mastery  matchmakers  materialism  materials  math  mathematics  matta-clark  mattadams  mattgoldman  matthern  mattjones  mattwebb  maturity  mcdonalds  meandering  meaning  meaningmaking  measurement  mechanics  media  media:document  mediainvention  medialab  medialiteracy  mediart  mediascape  meetingplace  meetings  meetups  melaniemcbride  memetics  memories  memorization  memory  mentalplay  mentoring  mentorship  merry-go-rounds  message  messages  messaging  messenging  messiness  meta-content  metadata  metaphor  metaplace  metaverse  methodology  methods  mexico  michaelchabon  michaelkocsis  michaelwesch  michelgondry  microblogging  microformats  microsoft  middleages  middleschool  migration  mihalycsikszentmihalyi  millennials  mimiito  mind  mindcandy  mindmap  mindmapping  mindstorms  minecraft  minimalism  minimumviabletreehouses  mishaglouberman  mit  mitchresnick  mitmedialab  mixedreality  miyamoto  miyashitapark  mmo  mmog  mmorpg  mobile  mobilegames  mobilelearning  mobility  mobs  modding  modeling  models  modernism  modernity  modifiablerules  modular  momus  money  monitoring  monocultures  monopoly  montessori  morality  mososo  motion  motivation  motorcycles  movement  movements  mp3  mscape  mudlark  muds  multidisciplinary  multimedia  multiplayer  multitasking  mundaneimagination  museums  mushes  music  myers-briggs  mysteries  myth  myths  naipes  names  naming  nanotechnology  naomialderman  narcissism  narrative  narratology  nassimtaleb  natal  nationality  nationallabday  natural  nature  naturedeficitdisorder  naturedeficitsyndrome  navigation  nclb  nearfuture  nearfuturelaboratory  negotiating  negotiation  neighborhoods  neo-nomads  neoteny  netart  netgen  netherlands  network  networkage  networkedlearning  networkedreproduction  networking  networks  neuroscience  nevenmrgan  newbabylon  neweconomy  newgamesjournalism  newliberalarts  newmedia  news  newspapers  nicholsonbaker  nickdisabato  nicolasnova  nietzsche  nigelmarsh  nigeria  nike  nike+  nikegrid  nintendo  nintendods  nintendogs  nobinobiboy  nobynobyboy  noise  nokia  nomads  nomenclature  nomic  non-space  nonprofit  normanmailer  nostalgia  noticing  nottingham  nourishment  now  nuclearweapons  nutrition  nyc  obesity  objects  observation  obstacles  offcampustrips  office  office2007  offices  offline  oil  okada  okdo  okido  olpc  olympics  online  onlinetoolkit  onlinetreehouses  onomatopoeia  open  open-ended  open-endedplay  openendedness  openenvironments  openness  openplay  opensociety  opensource  openspace  openstudio  openstudioproject  opentechnology  opportunity  optimism  oreilly  organic  organization  organizations  organizing  origami  orthodoxy  os  oulipo  outdoctrination  outdoors  overparenting  packingtape  pandemic  paper  papercraft  paperless  paradigmshifts  paranoia  parenting  paris  parkour  parks  parody  participation  participatory  partnerships  passion  pataphysics  patents  path  patience  patkane  patternrecognition  patterns  paulbennun  paulbloom  paulinabozek  paulinekael  paulkrugman  paullockhart  paulofreire  paulsamuelson  pavlov  pbs  pc  pedagogy  peers  pekkahimanen  pelé  penguin  people  perception  performance  perplexcity  persistence  personal  personalinformatics  personality  personalization  personalwork  perspective  persuasion  persuasivegames  perth  pervasive  pervasivegames  petergray  petermerholz  petersuber  peterthiel  pew  phenotropics  philipbump  philliptabor  philosophy  philstanton  phones  photography  physical  physics  pinboard  pingmag  pink  pixar  pixelart  place  plannedlongevity  planning  plants  plasticity  plato  play  playdefecit  playducation  playethic  playful  playful09  playful10  playful11  playfulness  playgrounds  playmakers  playtheory  playtime  pleasure  plp  plundr  plush  plutopia  plutopia2011  pmog  pockit  poetry  points  pointsification  pokemon  policy  politics  pop-updesignstudio  pop-ups  population  populism  popup  popupstudio  portable  portal  portfolio  possibility  postconsumerism  postindustrialism  postmaterialism  postmodernism  potentialspace  power  powerpoint  practice  pragmatism  praxis  prealgebra  predictablity  predictions  preschool  presence  presentation  presentations  pretend  pretending  prius  privacy  problemsolving  proceduralliteracy  proceduralrhetoric  proceesoverproduct  process  processing  production  productivity  products  profiles  profiling  profit  programming  programs  progress  progressive  projectbasedlearning  projectdreamschool  projecteuler  projectideas  projectnatal  projectors  projects  property  prototype  prototyping  psychogeography  psychology  public  publicspace  puppets  purpose  purposefuldeception  puzzles  q2l  qrcodes  quentinstevens  quest2learn  questioning  questions  quitting  quotes  race  racetonowhere  racism  radio  ranking  raphkoster  rashoman  ratings  ratrace  rayeames  razors  reading  readwriteweb  reality  realitytv  reallyfreeschool  reallyinterestinggroup  realworld  recess  recesscoaching  recipes  records  recreation  recycling  reference  reflection  reform  reggioemilia  regulation  reignoverme  relationships  religion  remix  remixculture  remixing  remkoolhaas  reputation  research  resilience  resources  respect  responsibility  results  retail  retrieval  retro  reviews  revolution  reward  rewards  rfid  ribbon  richardbartle  richardfeynman  rights  rigor  rioting  riots  risk  risktaking  rjdj  roachball  robertirwin  robertomatta  robinhunicke  robinsloan  robotics  robots  rodcorp  rogercaillois  roleplaying  romeoandjuliet  rote  rotelearning  rotterdam  rousseau  routes  rpg  rttt  ruff  rules  rulespace  running  rural  russelldavies  ryanslattery  saddles  safety  sagashitemiyo  sampling  sandboxes  sandiego  sandradayoconnor  sanfrancisco  scalability  scale  scaling  scandinavia  scarcity  scavengerhunts  schedules  scheduling  schoolday  schooldesign  schooliness  schooling  schooloscope  schools  sciarc  science  sciencefiction  scifi  scotland  scratch  scribblenauts  scripts  sculpture  sdg  seanbonner  search  seattle  sebastiandeterding  sebastianhirsch  secondlife  security  self  self-amendment  self-assessment  self-awareness  self-confidence  self-control  self-deception  self-defense  self-directed  self-directedlearning  self-discovery  self-expression  self-governance  self-improvement  self-knowledge  self-organization  self-regulation  semanitc  semantics  semanticweb  semiotics  sensemaking  senses  sensors  sensory  separation  serendipity  seriousgames  seriousplay  services  set  settlersofcatan  seymourpapert  sf0  shadowcities  shadowofthecolossus  shakespeare  shapes  sharing  sharkrunners  sharks  shaving  sheilaheti  shellyblake-pock  sherryturkle  shibuya  shiftctrlesc  shigerumiyamoto  shopping  shyness  sideprojects  simcity  simonevans  simonjohnson  simplicity  sims  simulation  simulationfever  simulations  singletasking  situated  situatedinformallearning  situatedlearning  situationalawareness  situationist  size  skateboarding  skepticism  skills  sl  slang  sleep  slides  slideshow  slow  slowgameplay  slowgaming  smalllab  smartmobs  sms  snarkmarket  soapbox  soccer  sociability  social  socialconventions  socialemotionallearning  socialexperiments  socialgames  socialgaming  socialinteraction  socialism  sociality  socialization  socializing  socialjustice  socialmedia  socialnetworking  socialnetworks  socialobjects  socialplay  socialseparation  socialsoftware  socialstudies  societalresilience  society  sociology  software  sony  sound  soundplay  sounds  soundscapes  source  sourcematerial  sousveillance  southafrica  sovereignposture  space  spacial  spain  spanish  spatial  spatialmemory  specialization  speculative  speculativedesign  speech  speech2text  spontaneity  spoonerisms  spore  sport  sports  sprawl  spy  srg  staffordbeer  stamendesign  standardization  standardizedtesting  standards  starwars  statistics  stephendavis  stephendownes  stereotypes  sterlingquinn  stevejobs  stevemiranda  stevenjohnson  stevenpoole  stewartbrand  stewartbutterfield  sticks  stories  storify  storytelling  strategy  street  streetart  streetculture  streetgames  stress  string  structure  structures  stuartbrown  student-centered  studentdirected  students  studies  studio  studioclassroom  studios  study  style  subjectivity  sublime  substance  substantivechange  success  sudburyschools  sudburyvalleyschool  sugatamitra  suguroku  summer  suniyaluthar  supermario  superpowers  superstruct  surfaces  surprise  surveillance  survey  survival  sustainability  suwappu  sweatshops  sweden  swings  swinxs  sxsw  sylviamartinez  symbolism  symbols  systemicmedia  systems  systemsthinking  sytems  tactile  tag  tagging  tags  taxonomy  tcslj  tcsnmy  teaching  teamwork  techniques  technology  ted  teens  television  tennis  terminology  testing  tevisthompson  text  text-basedadventures  tezukaarchitects  thackara  thatsme  the2837university  theater  thechildinthecity  thehiddenpark  themathematician'slament  themeparks  theory  therapy  thermodynamics  thesaurus  thesims  thewhy  thewildrumpus  things  thinking  thinkinggames  thomasbrock  thrill  tigerwoods  tiles  timbrown  time  timel-hady  timelapse  timemanagement  timetravel  timhunkin  timoarnall  tinboxes  tinkering  tinkeringaroundthedges  tinyspeck  tippingpoint  tips  tobybarnes  todo  toil  tokyo  tomarmitage  tomhenderson  tommcdonough  tommuller  tomsawyer  tools  toplay  topost  tops  toread  toronto  toshare  touch  tourism  towatch  towerofbabel  towers  toys  tracking  tradition  tragedy  training  trains  transformation  transmedia  transparency  transport  transportation  trash  travel  traveljournalism  treehouses  trees  trends  tricks  trump  trungle  truth  tscnmy  tutorials  tv  twitter  type  typeface  typography  typologies  ubicomp  ubiquitous  ubiquitousconnectivity  ucla  uclafilm  ucsd  uffeelbaek  ui  uk  ultrastablesystems  umairhaque  umbertoeco  uncertainty  unconferences  understanding  undesign  unexaminedlife  unfinished  universities  unpredictability  unproduct  unschooling  unscripted  unstructuredtime  urban  urbancomputing  urbangames  urbanism  urbanlegends  urbanplanning  urbanplay  uruguay  us  usability  use  user  user-centered  usergenerated  userinterface  utility  utopia  ux  vagueness  value  values  vancouver  variability  variety  venice  verbs  via:adamgreenfield  via:blackbeltjones  via:caterina  via:cervus  via:chrisberthelsen  via:cityofsound  via:crystaltips  via:foe  via:grahamje  via:hrheingold  via:infovore  via:jacobsamlarose  via:javierarbona  via:jeeves  via:kissane  via:kottke  via:litherland  via:lukeneff  via:maryannreilly  via:migurski  via:preoccupations  via:russelldavies  via:tealtan  video  videogames  view  village  vimeo  vintcerf  violence  viral  virtual  virtualworlds  visual  visualization  vittra  vivapiñata  voip  volatility  vulnerability  wabi-sabi  wageslavery  walking  walterong  war  warcraft  washingtonstate  wastedenergy  water  wayfinding  waywithwords  wealth  wearable  weather  web  web2.0  webcams  webdesign  webdev  webkinz  wedo  weightwatchers  welfare  well-being  werewolf  west  whifflehurling  whist  wifi  wii  wikipedia  wikis  williamgibson  willwright  windows  windsorhouse  winning  wired  wireless  wisdom  wishidthoughofthis  wittgenstein  wmmna  women  wonder  wood  woodeblocks  wordgames  wordplay  words  work  worklifebalance  workplace  workshops  workslavery  world  worldbuilding  worlds  wow  writing  x  xavi  xbox  xbox360  xeroxparc  xkcd  yearoff  youth  youtube  yoyos  yu-gi-oh  zelda  zlatanibrohimavić  zoom  zork  zwok  zynga  århus 

Copy this bookmark:



description:


tags: