Card Game Toolkit https://cardgametoolkit.com Create and Explore Card Games Wed, 18 Jul 2018 00:56:58 +0000 en-US hourly 1 77321824 Digital vs. Print: The Book Battle Rages On https://cardgametoolkit.com/digital-vs-print-the-book-battle-rages-on.html https://cardgametoolkit.com/digital-vs-print-the-book-battle-rages-on.html#comments Mon, 02 Feb 2015 12:24:21 +0000 http://themes.laborator.co/aurum/bookshop/?p=165 As the holiday shopping season swings into full force, look it’s interesting to watch people buying books. Many a wish list has everything from the latest by Stephen King to an Amazon Gift Card (an actual card or via email) to a new e-reader device. Yet the battle for which is more popular is truly running neck and neck.

No matter who you ask, the answer is always different, and usually very passionate. Christine Donovan, from Deerfield Beach, FL, says, “I love my Kindle! I can have anything I want at my fingertips! The store is always open, no matter what my mood.” Essentially, she’s right. The internet is always open, and you can go to any site that sells digital books, pick what you want, pay and within seconds it’s downloaded onto whatever device you use.

Yet others will say, “But I love the feel/look/smell of a book in my hands, on the shelf and in a book store.”

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Digital vs. Print: The Book Battle Rages On

Personally, I’ve been collecting books for years. When we bought our current home, it had both a family room and “formal” living room. I was excited because I knew immediately that my formal living room would be the library and it would house the hundreds of books that I own, in addition to almost 1,000 music CD’s. However, those shelves filled up so fast, they started to spread. There are books behind the books on the shelves, on top of books and in piles on surfaces everywhere. It takes forever to dust them and sometimes I can’t even find what I’m looking for because aside from keeping Sue Grafton’s Alphabet Series in order, and all of Stephen King’s books together, everything has to fit by shelf height.  I tried making a master list, but things get moved so often to make room for more, I gave up.

 

The Love of Digital

I got a Kindle for my birthday a few years ago. I hated it. It wasn’t a “book.” I had issues with the charger so I blamed it all on the fact it was a device. Then we got it worked out and someone sent me to this site where you could get FREE e-books. Gee, free is free and sometimes it’s awesome to have a couple of mindless romances while I’m at the pool with the kids without lugging a bunch of books. Except one or two free books turned into dozens of free books.

A book lover in Atlanta recently told me that she prefers print books, but free e-books are a great way to try out a new author, and she was completely right. I’ve discovered dozens of new authors that I never would have paid $7.99 for at Barnes & Noble. Which leads to the discussion of price. Although it may not apply to top authors like Janet Evanovich or James Patterson, for the most part, e-books are cheaper. There are no printing or shipping costs, and I’ve never paid sales tax either. It’s rare to pay more than $6.99 for a typical e-book and once you’ve been sucked in to a series by reading a free copy of Book One, there is no way you’re not going to pay $3.99 for Book Two if you liked it.

My physical library is stuffed to the gills. I will continue to buy a hard cover copy of all the Sue Grafton books until she’s done because it would look ridiculous if I stopped at “W,” plus I like my collection. I own the entire Mrs. Pollifax series, by Dorothy Gilman, and I read them from start to finish once a year or so. The same goes for Janet Evanovich’s Stephanie Plum Series and every Stephen King book ever made. We’ve got the Harry Potter collection, a handful of books signed by their authors and lots of classics, but the mindless romances and the “read it once and never thought about it again” books are all gone now. The shelves are still overflowing but they are just my favorites and will now only be filled with special books and collector’s items.

Everything else (and now I have over 500) will live in digital utopia. My shelves are prettier, though they are still full and hard to dust, and since I continue to buy (just more slowly), I’m going to need more room eventually. But now I can take 500+ books on a two week vacation, instead of lugging two or three and praying I don’t finish them before the flight is over.

 

The Love of Print

For those who refuse to go digital, I get it. I really do. There is something about holding that book in your hands and smelling the print, wandering around book stores randomly taking things off the shelves to look at, and then leaving the store with a bag full of something tangible. E-books are, in some ways, not real. You push a button or two, and then it’s on your device. Easy? Yes. Fun? Not as much.

There’s something kind of depressing about giving someone a book they want in the form of a piece of paper with a code on it. Yes, it’s still the book, but it’s such a let-down from the excitement of ripping open the wrapping paper and having an item in your hands. There’s also something comforting about wandering into a book store and looking lovingly at every book on the shelf, even if you haven’t read it. Plus you can just grab one and flip through the pages.

There are so many books on my Kindle I have to scroll forever to see what’s there if I don’t remember the name, and I don’t always remember if I liked it or not. It’s not as easy to flip through pages on an e-reader as it is to flip through a regular book if I’m looking for a specific passage or scene. It’s just not the same, no matter how awesome it is to carry a thousand books in something that weighs 8 ounces.

 

And The Winner Is…

At the end of the day, what it boils down to is preference. There are no “winners” or “losers” in this debate. Although trends are leaning towards the digital age, print books are still out there for sale in stores, online and in libraries. However, the reality of how practical they are, as well as how economic, is becoming a bigger draw for e-books.

amazon-kindle-3-nyt-660x408On the other hand, authors are finding that people often want both. An autographed copy of a printed book is something that will always be special, and cannot truly be replicated on an e-reader. No matter how you slice it, there is always a place for printed books, but it really depends on you. At the rate some people read, homes could quickly become an episode of “Hoarders” and, frankly, not everyone has the money or the space. So the options are simple: Read print books, read e-books, or read both. At some point, you’ll find yourself drawn more one way than the other and the answer will present itself. Or you’ll remain firmly in the middle. Either way, if you’re reading, it’s never a bad thing.

 

Original  source: Bookshop Blog

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Life, The Big Lebowski, and What Have You https://cardgametoolkit.com/book-reading.html https://cardgametoolkit.com/book-reading.html#respond Fri, 30 Jan 2015 13:09:10 +0000 http://themes.laborator.co/aurum/bookshop/?p=56 Lebowski ipsum dO YOU SEE WHAT HAPPENS, LARRY? Dolor sit amet, consectetur adipiscing elit praesent ac magna justo pellentesque ac lectus quis. Mr. Lebowski asked me to repeat that: Her life is in your hands. Elit blandit fringilla a ut turpis praesent felis ligula, malesuada suscipit malesuada non. That is our most modestly priced receptacle. Ultrices non urna sed orci ipsum, placerat id condimentum rutrum, rhoncus. Yeah man, it really tied the room together. Ac lorem aliquam placerat posuere neque, at dignissim magna ullamcorper in aliquam sagittis massa.

Zere ARE no ROOLZ! Ac tortor ultrices faucibus curabitur. I SAY VEE CUT OFF YOUR CHONSON! Eu mi sapien, ut ultricies. Excuse me! Mark it zero. Next frame. Ipsum morbi eget risus nulla nullam vel nisi enim, vel auctor. When will you find these guys? I mean, do you have any promising leads? Ante morbi id urna vel felis lacinia placerat vestibulum turpis nulla, viverra. Za, okay, I bring mein toolz. Nec volutpat ac, ornare id.

Vee vant zat money, Lebowski. Lectus cras pharetra faucibus tristique nullam non accumsan justo nulla. It increases the chances of conception. Facilisi integer interdum elementum nulla, nec eleifend nisl euismod ac maecenas vitae. Your “revolution” is over, Mr. Lebowski! Condolences! The bums lost! Eros velit, eu suscipit erat integer purus lacus, pretium vel venenatis eu, volutpat non. To use the parlance of our times. Erat donec a metus ac eros dictum aliquet nulla consectetur.

You want a toe? I can get you a toe, believe me. There are ways, Dude. You don’t wanna know about it, believe me. Egestas placerat maecenas pulvinar nisl et. Wal, I lost m’chain of thought here. But—aw hell, I done innerduced him enough. Nisl rhoncus at volutpat felis blandit in libero turpis. I’m unemployed. Laoreet et molestie sed, volutpat et erat nulla. Say friend, ya got any more a that good sarsaparilla? Ut orci quis neque consectetur tincidunt aliquam erat volutpat donec aliquam orci eget mi.

A dick, man! And let me tell you something: I dig your work. Playing one side against the other —in bed with everybody— fabulous stuff, man. Lobortis sed tincidunt diam mattis fusce sem quam, ultricies sed. Dieter doesn’t care about anything. He’s a nihilist. Convallis ac, hendrerit eu urna curabitur varius egestas nibh id lacinia vestibulum. Mind if I smoke a jay? Laoreet lobortis massa nec condimentum aliquam erat volutpat.

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Two Books with Horrible Dating Advice https://cardgametoolkit.com/three-books-with-horrible-dating-advice.html https://cardgametoolkit.com/three-books-with-horrible-dating-advice.html#respond Fri, 30 Jan 2015 13:02:02 +0000 http://themes.laborator.co/aurum/bookshop/?p=65 When I was single, buy I hated dating—which is probably why I didn’t do much of it. There are so many unspoken rules, case and girls play games, and it’s enough to make you want to become a celibate monk. Okay, it’s not quite that bad. Fortunately, I was lucky enough to find the right girl, and the rest is history.

Raven: My year of dating dangerously - Monica Porter

Raven: My year of dating dangerously – Monica Porter

But even though my “game” probably sucked, I knew some common rules of dating. I mean, the really, really basic do’s and don’ts.

The same can’t be said for some of these characters from literature. These guys and girls really knew how to screw up some relationships.

Here’s the type of advice they might give you based on their stories.

“Girly, spineless men are the most attractive kind of men. Obsess over them, and never stop obsessing over them.”

–Scarlett O’Hara (Gone With The Wind)

We all know Rhett Butler had serious game. You know who had terrible game? Ashley Wilkes, the man whom Scarlett spends almost the entirety of Gone With The Wind obsessing over. She’s the worst. She’s the literal worst.

“If you stalk her enough, she’ll eventually love you.”

–Gatsby (The Great Gatsby)

Textbook Romance - Zoe Foster

Textbook Romance – Zoe Foster

Ladies, if you knew that a dude built his house across the lake just so he could stand on a dock and longingly stare at a light on your dock, and if you knew that same dude threw million dollar parties in hopes you’d show up, and if you also knew that same dude liked to hide in the bushes outside your house, wouldn’t you just fall head over heels in love? Or maybe you’d just call the police. It’s a miracle Daisy never had a restraining order put out on Gatsby.

Ladies, if you knew that a dude built his house across the lake just so he could stand on a dock and longingly stare at a light on your dock, and if you knew that same dude threw million dollar parties in hopes you’d show up, and if you also knew that same dude liked to hide in the bushes outside your house, wouldn’t you just fall head over heels in love? Or maybe you’d just call the police. It’s a miracle Daisy never had a restraining order put out on Gatsby.

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To place among other colors and forms https://cardgametoolkit.com/to-place-among-other-colors-and-forms.html https://cardgametoolkit.com/to-place-among-other-colors-and-forms.html#respond Fri, 30 Jan 2015 13:01:04 +0000 http://themes.laborator.co/aurum/bookshop/?p=89 A solid aluminum bar, diagnosis painted a striking red-orange, ed and bearing the text “TO PLACE AMONG OTHER COLORS AND FORMS.” Limited to a numbered edition of 25 with accompanying edition card, ampoule produced and signed by Clark.

This is an artwork intended to occupy different areas of your home over time, creating new relational experiences in areas you may have become “blind” to from over-familiarity. This piece asks you to re-see the arrangement it sits with as a group of colors and forms, and how the perception of that grouping changes with the introduction of this color and this form.

2 feet long x 1 inch square. 2.6 lbs.

This item is available in our Oakland and New York stores.

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Writing, Creativity and Motivation https://cardgametoolkit.com/writing-creativity-and-motivation.html https://cardgametoolkit.com/writing-creativity-and-motivation.html#respond Fri, 30 Jan 2015 12:24:51 +0000 http://themes.laborator.co/aurum/bookshop/?p=60 Voltaire is reputed to have said to a client “… madam, medical here is the novel you commissioned it’s in two volumes, discount if I had more time I could have written it in one.” What a dramatic statement! It gets to the heart of new writers problems – how to be clear and concise.

As an established writer I am frequently asked for advice but fail miserably in supplying answers. I have been writing now for over 40 years and still cannot give a clear prescription for the aspiring novelist. But here are some ideas.

Firstly, cialis start from a base in which you have some competence or knowledge. I was asked recently to review a manuscript produced by a female. What a surprise – and yet it wasn’t a surprise. The plot was clear, too clear from the beginning. I suspected it was a paradigm of Mills & Boon with little originality by the writer, so here’s another pointer – originality.

My first steps into the writing dimension began at school. I was awarded the prize, a novel, for writing and I used the narrative to form the plot for my next writing venture the following year. Much to my astonishment another prize was gained. I didn’t write thereafter for fifteen years as work took up all my attention.

I decided to undertake post graduate studies in management, this led me into academic life and all its demands for writing articles, albeit academic. The big test came with my Doctorate – it extended to 121,000 words but it proved to me that I could sustain arguments.

My novels are based on experience and an extensive vocabulary of reading. So let me emphasise the need for new writers to research the ‘environment’ around their works. Get the realism, facts and appeal correct and your off to a good start.

What about the process? Well there’s no magic formula. I find I can write best in the late afternoon and early evening – perhaps five hours at a stretch. Others will have different approaches when say a chapter at a time can be written. Do what you are content with. If you have to force yourself you may be destroying the creative drives.

It’s essential to have inspiration, without this you have no real appeal. This may come from your personal circumstances, from friends, work situations or just a ‘bolt of lightening’ among many inspiring thoughts you have day by day.

Finally can I say something about motivation. It’s all up to you no one can motivate you, and certainly the thought of high income is a non- starter for most of us. Even once a book has been completed it is essential to keep thinking positively as you send endless manuscripts to literary editors, most of whom are masters at scuppering you earnest endeavours. All of your powers of motivation will be severely tried as you go about finding a publisher.

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“A really well designed game is a beautiful learning system.” https://cardgametoolkit.com/a-really-well-designed-game-is-a-beautiful-learning-system.html https://cardgametoolkit.com/a-really-well-designed-game-is-a-beautiful-learning-system.html#respond Wed, 13 Aug 2014 01:39:25 +0000 http://teachertinker.com/?p=602 Marianne Malmstrom is a leader in the use of virtual environments, look digital games and multimedia in education. In this video from EdTalks New Zealand, prescription filmed in August 2014, she talks about her learning journey and leap of faith as she discovered how her students were learning outside school in game contexts. She calls herself a “cognitive architect” at the Elisabeth Morrow School and draws on over 30 years experience as a classroom teacher and administrator to build innovative learning spaces for students. Marianne calls on teachers to have the courage to play games and create spaces where students can play.

Marianne Malmstrom from EDtalks on Vimeo.

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How do I gamify my classroom smartly? https://cardgametoolkit.com/how-do-i-gamify-my-classroom-smartly.html https://cardgametoolkit.com/how-do-i-gamify-my-classroom-smartly.html#respond Sun, 03 Aug 2014 06:56:24 +0000 http://teachertinker.com/?p=592 At first glance, game-inspired learning and gamification seem to be simple ways to make lessons more engaging. However, introducing game elements into the classroom is more than just applying reward systems, like points and badges, arbitrarily to class activities and hoping that they would make the activity more engaging for students. They are also not just about turning every lesson into a game that students play in class. Rather, they are a PROCESS in which educators and curriculum designers should take the best lessons from games and apply them to the specific academic audience and outcome.

How does one gamify a classroom effectively? In this post, we will draw some inspiration from game researchers, Amy Jo Kim, Sebastian Deterding, and Gabe Zichermann. Amy Jo Kim provided seven core concepts to smart gamification in the following video. She shares some tips on how to create compelling social products with the use of game mechanics. On the same note, we can extract these key points and apply them in the context of a regular classroom.

1) Know your students: Design the lesson to meet your students personal and social needs by identifying their social style. For example, are your students collaborative or competitive? Do they enjoy exploring or are they inclined to expression? Determining your students’ social styles will determine the core actions you can introduce into class activities, such as creating an environment that involves sharing, helping, exchanging; winning, beating, taunting; collecting, exploring, gaining; or self-expression.
2) Build fun, pleasure and satisfaction in your activity loop: By incorporating positive emotions into the core activity loop and the use of beautiful visual graphics and representations, you can create a sense of pleasurable satisfaction in students when they participate in the activity. For example, presenting students feedback in a fun, social and informative manner through Like! cards.
3) Develop a system that is easy to learn and difficult to master: Any good game-inspired platform starts with a low risk involvement and incorporates an interesting feedback loop. This is can be gamified in the classroom by presenting tasks in increasing difficulty levels, and also getting students to upvote good questions or answers given by their peers.
4) Increase challenge and complexity as students progress: This is where Flow theory comes into play to create a comfortable balance between boredom and anxiety for students so they stay optimally engaged. For example, educators can hold back special surprise missions till later, or additional interactive graphics and experiences as subject matter becomes more complex.
5) Embrace intrinsic motivators: In short, extrinsic motivators drive task completion, and intrinsic motivators drive LONG-TERM ENGAGEMENT, which is what motivates self-directed lifelong learning. Providing your students with a sense of power, autonomy, and belonging in their learning processes will increase their desire to intellectually engage.

How can we drive intrinsic motivation with game elements that are really extrinsic motivators? Sebastian Deterding’s talk “Meaningful Play: Getting Gamification right” provides some insight.


Sebastian Deterding identifies the three missing ingredients in great gamification applications, and they are summarized below for considering in a game-inspired classroom.

A) Meaning: A gamified application must provide something already meaningful to students since game elements are an amplifier that will enhance a curriculum only if it has actual inherent value. Hence, the goals established in the lessons must connect and support the personal goals of each student. For example, students can set their own customizable goals with the Teacher Tinker Toolkit that are not only achievable but provide experiences of mastery in an area they wish to pursue.
B) Mastery: Deterding describes “Fun” as learning under OPTIMAL CONDITIONS. That is, game-inspired learning should drive intrinsic motivation rather than focus on extrinsic rewards. Teachers should set interesting challenges with clear, structured visual goals, and put in place rules to add a layer of complexity and fun to those challenges. Any extrinsic rewards should be related to each mission and achievement, and given to bolster the intrinsic drive displayed by students.
C) Autonomy: For learning to be successful, students have to choose to learn for themselves and become self-directed, autonomous learners. When extrinsic rewards are given without much thought, they can devalue the learning activity the student associates it with. In order to create an environment that promotes autonomous learning, educators can create a singular goal that can be achieved through multiple approaches. Providing well-developed, informational feedback and unexpected rewards to students also help them develop a sense of autonomy.

In conclusion, the key to an effective game-inspired curriculum is the focus on developing a student’s STATUS rather than focusing on the reward system. Gabe Zichermann describes how playing a well-designed and challenging video game develops fluid intelligence in players. Fluid intelligence is what leads to innovation and creativity, and with smart gamification, we are likely to develop the same in our students in the classroom.

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Science City Heroes – gamification in middle school science classes https://cardgametoolkit.com/science-city-heroes-teachers-college-project-in-high-school-science-classes.html https://cardgametoolkit.com/science-city-heroes-teachers-college-project-in-high-school-science-classes.html#respond Wed, 30 Jul 2014 18:26:13 +0000 http://teachertinker.com/?p=548 Image of five red 'Science Victory' Science City Heroes cards

The five red ‘Science Victory’ cards used in Science City Heroes

Scholar’s Quest: Science City Heroes is a a game layer experience applied over existing science curriculum in which students have the opportunity to earn three kinds of collectible and playable cards:

(1) red “Science Victory” cards titled Creativity, Curiosity, Analytical Thinking, Persistence and Evidence, given when students exhibit these traits based on National Research Council (NRC) science standards (now updated as the Next Generation Science Standards);

(2) green “Success” cards to promote positive academic behaviors and identities, and

(3) blue “Action” cards that students can give each other to promote teamwork,  collaboration, strategy and goal-setting behavior.

The Pokémon-like cards help both teachers and students to emphasize and reflect the processes and traits that characterize science-mindedness.

Image of The two blue 'Action' cards used in Science City Heroes

The two blue ‘Action’ cards used in Science City Heroes

Image of the two green 'Success' cards used in Science City Heroes

The two green ‘Success’ cards used in Science City Heroes

Links to game theory and research

Science City Heroes  leverages some of the most powerful features of social games and applies them to science classrooms as part of an ongoing experience that gets students more engaged and invested in their learning. During 2011, Dr Joey Lee from Teachers College, Columbia University worked with Science Education faculty Dr. Christopher Emdin and Dr. Jenny Ingber to improve the educational outcomes of low performing predominantly Latino-American and African-American students in NYC public schools.

This project explored how gamification may be an effective approach in addressing significant challenges facing education: low student motivation and engagement to learn, the lack of positive academic identities, insufficient feedback and tailored individualized instruction, and strategies for managing behavior. Dr Lee designed and studied the impact of Science City Heroes

How it works

Students were organized into two teams and used cards to purchase and upgrade a virtual city, with city elements (buildings, vehicles, and parks) symbolic of real-world experiences and accomplishments. Students were recognized for various real-world achievements, employed various strategies to build their city, and received feedback about the progress they made as they earned and played the cards.

For example, a young girl who created a chart depicting the hierarchy in which humans, snakes, mice and other animals function as producers and consumers was recognized with a red “science victory card” for analytical thinking. Green “success” cards were doled out to students who displayed positive academic identities, while blue “action” cards were peer-awarded, a way to promote teamwork and collaboration. Students could then use the cards they amassed to purchase and upgrade buildings, vehicles and parks in a virtual Science City.

“One of our main goals was to get these students to see themselves as scientists,” says Lee. “We want to promote learning as a lifestyle, not something that happens only in the classroom.”

Resources

Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1–5. Retrieved from http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf

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How do people construct meaning while learning? https://cardgametoolkit.com/how-do-people-construct-meaning-while-learning.html https://cardgametoolkit.com/how-do-people-construct-meaning-while-learning.html#respond Fri, 25 Jul 2014 02:30:07 +0000 http://teachertinker.com/?p=536 According to Jerome Bruner, see a Research Professor of Psychology and Senior Research Fellow at the NYU School of Law, ampoule people of all ages construct meaning based on their own experiences. In learning new information, they add it to what they already know. He calls this learning theory constructivism.

For example, in a classroom of 25 students, there will be 25 different sets of meaning being constructed; each learner processes and makes meaning of new information in ways that are unique based on her or his different background experiences and prior knowledge. While a teacher aims to transmit the same facts to an entire class, each student may be interpreting this information differently through his or her own lens. This can present challenges to teaching effectively in the typical classroom.

Using game principles can be one way to help teachers effectively engage and instruct students, no matter the variety in their background experience and prior knowledge. Having student solve problems related to curriculum—using things like role playing, progress charts, goal cards, and achievement badges—can give them opportunities to participate in collaborative and cooperative learning, where they can discuss what they are learning and come up with shared meaning.

In the following video, a hypothetical teacher is encouraged to use constructivist practices:

Are you using constructivist practices with your students, without even calling it “constructivism”? If so, what are they? If not, what are 1-2 constructivist approaches that you could use in your teaching?

Resources:

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Are you part of a “community of practice”? https://cardgametoolkit.com/are-you-part-of-a-community-of-practice.html https://cardgametoolkit.com/are-you-part-of-a-community-of-practice.html#respond Wed, 23 Jul 2014 05:08:50 +0000 http://teachertinker.com/?p=526 When people share a common interest, order are knowledgeable experts about that interest, store and form relationships based on it, order they can create a community of practice (CoP).

This theory, developed by Dr. Jean Lave and Dr. Etienne Wenger, emphasizes that these relationships can vary based on the practical knowledge that members have about the shared interest. These experts collaborate and support each other in learning more around their interest and in furthering their expertise; the community exists as long as its members find value in it.

In this short interview, Dr. Wenger explains the basic characteristics of a CoP and how technology tools can be used facilitate communication and expertise-sharing among its members:

Do you have students who are expert in something? If so, have they and other student-experts formed a community around this expertise? In a community of practice, how can game principles be used to support further developing expertise, collaboration, and knowledge sharing?

Resources:

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