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Gamification (Gaming Cultural Force (Acceptance (Community (Empowering)),…
Gamification
Gaming Cultural Force
Acceptance
Community
Empowering
Spending time together
Challenging One Another
Practice and Persistence
Hypothesis
Probe
Reaction
Reflect and Reprobe for Results
Forming Lasting & Bonding Relationships
Create New Identities/ Different Persona
Allows For or Creates A Space With No Prejudices or Preconceived Judgments
First game "Tennis for Two"
Arcade Games
PC Games
Console Gaming
First game- "Pong"
Exploring the world around them
Influencing Real Decisions in Situational Circumstances
Visiting New Places
Historical Places viewed in Tech/Gaming Exp
Meet People Across Different Continents, Countries and Cultures
Learning New Skills/Things
Exploring decision making/Outcomes in Realistic Simulations
Alternative Educational Source
Hunter's & Gathers of Info
Test Prep
Authentic Learning
Access to Technology
Opens Doors To Access everything
History of Tech
Thomas Edison Theory-Educational Revolution in the Future
30's & 40's Instructional Radio Programming
50's & 60's Instructional TV
80's Computers incorporated Inside of Schools