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	<title>Games - The Upside Learning Blog</title>
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	<title>Games - The Upside Learning Blog</title>
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	<item>
		<title>Six Social Media Trends</title>
		<link>https://blog.upsidelearning.com/2009/11/13/six-social-media-trends/</link>
					<comments>https://blog.upsidelearning.com/2009/11/13/six-social-media-trends/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Fri, 13 Nov 2009 14:03:19 +0000</pubDate>
				<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Learning Technology]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Technology]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/11/13/six-social-media-trends/</guid>

					<description><![CDATA[<p>Trawling through my feeds earlier this weeks I came across this link-up post by Ricard Nantel over at the Workplace Learning Blog pointing to a blog post on Harvard Business Publishing about six social media trends. Worth a quick recount: 1. Social media begins to look less social 2. Corporations look to scale 3. Social &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/11/13/six-social-media-trends/">Six Social Media Trends</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Trawling through my feeds earlier this weeks I came across this link-up post by Ricard Nantel over at the Workplace Learning Blog pointing to a blog post on Harvard Business Publishing about <a href="http://blogs.harvardbusiness.org/cs/2009/11/six_social_media_trends.html" target="_blank" rel="noopener">six social media trends</a>.<br />
Worth a quick recount:</p>
<table border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td style="padding-left: 10px;">1.</td>
<td style="padding-left: 10px;">Social media begins to look less social</td>
</tr>
<tr valign="top">
<td style="padding-left: 10px;">2.</td>
<td style="padding-left: 10px;">Corporations look to scale</td>
</tr>
<tr valign="top">
<td style="padding-left: 10px;">3.</td>
<td style="padding-left: 10px;">Social business becomes serious play</td>
</tr>
<tr valign="top">
<td style="padding-left: 10px;">4.</td>
<td style="padding-left: 10px;">Your company will have a social media policy (and it might actually be enforced)</td>
</tr>
<tr valign="top">
<td style="padding-left: 10px;">5.</td>
<td style="padding-left: 10px;">Mobile becomes a social media lifeline</td>
</tr>
<tr valign="top">
<td style="padding-left: 10px;">6.</td>
<td style="padding-left: 10px;">Sharing no longer means e-mail</td>
</tr>
</tbody>
</table>
<p>We’ve always maintained that social media will play an increasing role in organizations, and that’ll happen in various domains not just learning. We’re putting our money where our mouth is – the Upside LMS is adding more social media features with every release. It’s simply about us striving to provide the best learning solutions, and social media is now necessarily a part of the blend.</p><p>The post <a href="https://blog.upsidelearning.com/2009/11/13/six-social-media-trends/">Six Social Media Trends</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Patterns at Play – Fundamental to Games</title>
		<link>https://blog.upsidelearning.com/2009/09/09/patterns-at-play-fundamental-to-games/</link>
					<comments>https://blog.upsidelearning.com/2009/09/09/patterns-at-play-fundamental-to-games/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Wed, 09 Sep 2009 12:15:14 +0000</pubDate>
				<category><![CDATA[eLearning Development]]></category>
		<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Learning Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Instructional Design]]></category>
		<category><![CDATA[Learning Games]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/09/09/patterns-at-play-fundamental-to-games/</guid>

					<description><![CDATA[<p>It’s been an interesting start of the week, with the tiny Regifting game going viral of sorts within our office. Hit the jump and you’ll see just why. Instant reactions to this were typically disbelief, the impression that the computer/software actually observes the user, or that it’s some sort of trick. Typically users follow repeat &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/09/09/patterns-at-play-fundamental-to-games/">Patterns at Play – Fundamental to Games</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>It’s been an interesting start of the week, with the tiny Regifting game going viral of sorts within our office. Hit the jump and you’ll see just why.</p>
<div class="lwftinnerimg"><img decoding="async" class="alignright size-medium wp-image-1702" style="height: auto;" title="regifting1" src="https://d2k0gkbwm0z9hv.cloudfront.net/wp-content/uploads/2022/10/regifting1.png" alt="regifting1" /></div>
<p>Instant reactions to this were typically disbelief, the impression that the computer/software actually observes the user, or that it’s some sort of trick. Typically users follow repeat the game a few times to see if the game can actually guess your numbers. Once they see it does so repeatedly, most move on. However, there were some individuals who went one step beyond – they immediately notice what most term as a ‘pattern’. They could see an emergent order though repeatedly attempting the exercise. Perhaps all games can be regarded as composed of patterns of play. To master the game is to master its possible patterns of play, and to implicitly understand the variables that determine that pattern, and be able to manipulate that pattern to a player’s advantage.</p>
<p>This mini game was extremely engaging, pointing to another aspect of the design of interaction. That <strong>engaging interaction is ALWAYS human focused</strong>, and that such interactions can be crafted without sophisticated graphics and programming.</p>
<p>Can you see the pattern in the <em>Regifting</em> game? If you can, my immediate question is ‘do you play games regularly?’ I’d really be interested in knowing, leave us a comment here. I’m forming the impression that regular game play influences (perhaps enhances) an individuals’ ability to perceive and interpret patterns.</p>
<p><span style="text-decoration: underline;">Spoiler Alert</span>: How did I find the pattern?</p>
<p>I tried a few random numbers first</p>
<p>11:-   11-1-1 = 9<br />
23:-  23-3-2 = 18<br />
47:-   47-7-4 = 36</p>
<p>Couldn’t see any emergent pattern there right away, though I might have had I been observant enough to observe all resultant numbers are multiples of 9.</p>
<p>So I went on to check a few numbers in series; this is the typical brute force approach to try to interpret a pattern.</p>
<p>88:-   88-8-8 = 72<br />
87:-   87-7-8 = 72<br />
86:-   86-6-8 = 72<br />
85:-   85-5-8 = 72</p>
<p>There it was &#8211; the pattern I was looking for. For all two digits numbers beginning with 8, the result is always 72. Similarly, for two digit numbers with 7 its 63, for 6 it’d be 54, so on. If you look at the table, you’ll notice you always have to choose from one of these numbers.</p><p>The post <a href="https://blog.upsidelearning.com/2009/09/09/patterns-at-play-fundamental-to-games/">Patterns at Play – Fundamental to Games</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>What are Serious Games? A Follow-up Post</title>
		<link>https://blog.upsidelearning.com/2009/08/17/what-are-serious-games-a-follow-up-post/</link>
					<comments>https://blog.upsidelearning.com/2009/08/17/what-are-serious-games-a-follow-up-post/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Mon, 17 Aug 2009 19:03:53 +0000</pubDate>
				<category><![CDATA[eLearning Development]]></category>
		<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Learning Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Instructional Design]]></category>
		<category><![CDATA[Learning Games]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/08/17/what-are-serious-games-a-follow-up-post/</guid>

					<description><![CDATA[<p>Soon after I posted These are Not Serious Games on the blog and there was a flurry of comments over a couple of days that quickly covered some thoughts about Serious Games. Some of the comments were enlightening and we’d do well to quickly recap of what emerged from the discussion. 1. What’s in a name? &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/08/17/what-are-serious-games-a-follow-up-post/">What are Serious Games? A Follow-up Post</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Soon after I posted <a href="http://blog.upsidelearning.com/index.php/2009/08/07/these-are-not-serious-games/" target="_blank" rel="noopener">These are Not Serious Games</a> on the blog and there was a flurry of comments over a couple of days that quickly covered some thoughts about Serious Games.</p>
<p>Some of the comments were enlightening and we’d do well to quickly recap of what emerged from the discussion.</p>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td>1.</td>
<td style="padding-left: 5px;"><strong>What’s in a name? </strong><br />
“…there is currently no agreed upon definition for ‘game’, ‘simulation’, or ‘serious game…’” When it comes to the label ‘serious’ there is a lot of hair-splitting about whether it’s appropriate or not. Leaving the labels aside, two important messages in the comments that struck me as interesting.</p>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td>a.</td>
<td style="padding-left: 5px;">
<div style="padding-left: 15px; background-color: #e1e1e1;"><em>It’s a very common to confuse the seriousness of the topic being taught with the seriousness of the delivery mechanism.</em></div>
<p>This was spot on, we mustn’t confuse between the nature of the content and the delivery mechanism.</td>
</tr>
<tr valign="top">
<td>b.</td>
<td style="padding-left: 5px;">
<div style="padding-left: 15px; background-color: #e1e1e1;"><em>Another major distinction between ‘casual’ and serious games is that serious games work on the logic of cause and effect. The decisions the learners make during the game decides the path.</em></div>
<p>This makes a lot of sense too; ‘gray’ areas rather than ‘black and white’ decisions are what are required of learners in serious games like Dream jackpot. Life as we know is never black &amp; white and simulation/games must be able to replicate that grey area in game mechanics and play. In that sense, there are no wrong decisions only undesirable outcomes. While playing with such a digital interaction, learners quickly learn what actions lead to these undesirable outcomes and avoid those. That’s what ‘learning’ is about.</p>
<p>Tied closely to this are the use randomness/fuzzy logic/artificial intelligence – I’d hardly call a learning simulation/game that, if it didn’t include an element of randomness. There may be many ways to implement these in game/simulation environments, designers need to consider what works best given the kind of environment they are modeling. Given this choice, I’d choose methods to increase the fidelity of the game/simulation.</td>
</tr>
</tbody>
</table>
</td>
</tr>
<tr valign="top">
<td>2.</td>
<td style="padding-left: 5px;"><strong>Fun</strong><br />
There seems to be general agreement that digital learning games need to be ‘fun’. For that matter, I’d hazard that any interactive learning experience &#8211; game or not &#8211; needs to be ‘fun’. While all of us value and find ‘fun’ in many activities. Building it into the design of learning game or simulation poses a type of challenge that most Instructional Designers would shy from. Game developers spend many millions of dollars attempting to build digital interactions that are ‘fun’, surely we could learn much from their experience, the millions notwithstanding.</td>
</tr>
<tr valign="top">
<td>3.</td>
<td style="padding-left: 5px;"><strong>The value of ‘play’</strong><br />
Play is fundamental to human learning. Don made a great point about the how ‘play’ is what strongly influences learning</p>
<div style="padding-left: 15px; background-color: #e1e1e1;"><em>“You can also <strong>play</strong> with toys, even though they are not games. I think you can also learn a lot from playing with toys.”</em></div>
<p>Oftentimes, a lot of learning simulations/games don’t really account for this factor, simple because they are ‘unplayable’. While play may be inherent to human nature, you can’t expect humans to play within an environment that does little to facilitate play.</td>
</tr>
<tr valign="top">
<td>4.</td>
<td style="padding-left: 5px;"><strong>The Sims3</strong><br />
The Sims3 as an example worked really well. One comment in particular “…</p>
<div style="margin-top: 10px; padding-left: 15px; background-color: #e1e1e1;"><em>the difference between games and simulations is that a game has pre-determined outcomes, a defined purpose and ending if you will, whereas simulations are open-ended and can have many possible outcomes…” </em></div>
<p>Well, I don’t quite see it like that; ‘a defined purpose and ending’ seems more appropriate an attribute for learning games. One could argue that</p>
<div style="padding-left: 15px; background-color: #e1e1e1;"><em>“all games must have a winning condition that may or may not be pre-determined”.</em></div>
<p>However, I’d really like if ALL learning games and simulations were open-ended (no pre-determined outcomes) allowing players to actually learn through ‘play’ (See point 3 above). Having a very large number of possible outcomes also allows the simulation/game to model the mechanics of reality better. The real world typically offers infinitely variable outcomes; and is more interesting. This is especially true of a simulation that involves modeling and manipulating human behavior like The Sims.</td>
</tr>
</tbody>
</table><p>The post <a href="https://blog.upsidelearning.com/2009/08/17/what-are-serious-games-a-follow-up-post/">What are Serious Games? A Follow-up Post</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Mobile Learning in India</title>
		<link>https://blog.upsidelearning.com/2009/07/25/mobile-learning-in-india/</link>
					<comments>https://blog.upsidelearning.com/2009/07/25/mobile-learning-in-india/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Sat, 25 Jul 2009 16:02:08 +0000</pubDate>
				<category><![CDATA[Mobile Learning]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[mLearning]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Upside Learning]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/07/25/mobile-learning-in-india/</guid>

					<description><![CDATA[<p>Six in ten people (more than 4 billion individuals) around the world are carrying a powerful computing device in their pockets and purses. They don’t realize it, but today’s mobile phones have the computing power of a personal computer from the mid-nineties, while consuming a fraction of the energy and are made at significantly lower &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/07/25/mobile-learning-in-india/">Mobile Learning in India</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Six in ten people (more than 4 billion individuals) around the world are carrying a powerful computing device in their pockets and purses. They don’t realize it, but today’s mobile phones have the computing power of a personal computer from the mid-nineties, while consuming a fraction of the energy and are made at significantly lower cost.</p>
<p>In India, the mobile phone has revolutionized communication and India is now one of the fastest growing markets for mobile phone services, with growing usage and increasing penetration. According to TRAI, there are 286 million wireless subscribers in India, June 2008, of which 76 million were capable of accessing data services. The increasing ubiquity of the mobile phone begs for it to be used as a learning tool. It would be a shame if we were unable to leverage it to improve socio-economic conditions in our vast population.</p>
<p>Mobile phones are not just communications devices sparking new modalities of interaction between people; they are also particularly useful computers that fit in your pocket, are always with you, and are nearly always on. Like all communication and computing devices, mobile phones can be used to learn. The content delivered would depend on the capabilities (features) of the device accessing it.</p>
<p>There are many kinds of learning and many processes that people use to learn, but among the most frequent, time-tested, and effective of these are listening, observing, imitating, questioning, reflecting, trying, estimating, predicting, speculating, and practicing. All of these learning processes can be supported through mobile phones. In addition, cell phones complement the short-attention, casual, multitasking style of today&#8217;s young learners.</p>
<table style="padding-left: 5px;" border="0" cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td colspan="2"><strong>Viewed simply; phones are capable of</strong>:</td>
</tr>
<tr valign="top">
<td>1.</td>
<td style="padding-left: 5px;"><strong>Voice —</strong> These are the most basic phones, are still prevalent though being rapidly replaced. Such phones with voice only technology can be used to learn languages, literature, public speaking, writing, storytelling, and history amongst a whole range of topics. We’ve known that voice based learning works for millennia now.</td>
</tr>
<tr valign="top">
<td style="padding-top: 15px;">2.</td>
<td style="padding-left: 5px; padding-top: 15px;"><strong>SMS —</strong> Widely used in India, literally billions of short text messages are sent over the phone networks. These messages can be written quickly and offer enormous learning opportunities. SMS can be used to provide just in time information of almost any type, like reminders. (e.g., someone undergoing a formal mentoring process) SMS can be used for informational quizzes. There are also innovative games based around SMS that have strong learning potential.</td>
</tr>
<tr style="padding-top: 7px;" valign="top">
<td style="padding-top: 15px;">3.</td>
<td style="padding-left: 5px; padding-top: 15px;"><strong>Graphic Displays —</strong> Almost every mobile phone has a graphic display, even if it just shows signal and battery strength. Most phones today have far more graphic power and are able to display words, pictures and animation. This comes as an advantage to trivia geeks who play word unscrambler and other trivia games, or even for bookstagrammers who read frequently. Such screens also allow for meaningful amounts of text to be displayed, supporting rapid serial presentation of context-appropriate information. You can use this type of displays for almost any sort of learning. Eventually these displays will render content that is today rendered on personal computers.</td>
</tr>
<tr style="padding-top: 7px;" valign="top">
<td style="padding-top: 15px;">4.</td>
<td style="padding-left: 5px; padding-top: 15px;"><strong>Downloadable programs —</strong> With mobile phones that have memories, and can accept and install downloaded programs an entire new learning space is opened up on the phone. Almost any sort of learning content and interaction technology can be delivered to the phone using this method.</td>
</tr>
<tr style="padding-top: 7px;" valign="top">
<td style="padding-top: 15px;">5.</td>
<td style="padding-left: 5px; padding-top: 15px;"><strong>Mobile Internet Browsers —</strong> Internet browsers are now built into an increasing number of phones, especially those that take advantage of 3G or enhanced data networks such as GPRS. Having a browser on the phone opens up all the learning resources available on the web, including Google, LMS applications, typical eLearning courseware and other tools/applications.</td>
</tr>
</tbody>
</table>
<p>Without proper research its hard to arrive at the worth of the m-learning market in India, any projection is unfounded; and is also due to the improbability of being able to predict the rate of technological (read network) adoption and penetration. However, empirically, we are seeing an increasing interest in mLearning. <a href="http://www.livemint.com/2008/09/01010654/For-women-in-villages-prenata.html" target="_blank" rel="noopener noreferrer">This example of mobile learning</a> shows an application designed for women in villages without access to proper prenatal care.</p>
<p>Similar to India, it’s hard to quantify adoption in more developed markets. It’s well known that Asia and Europe are far ahead in terms of mLearning adoption compared to the North American market. The US market for Mobile Learning products and services is growing at a five-year compound annual growth rate (CAGR) of 21.7% and revenues reached $538 million in 2007. It would be fair to say that revenues in Europe and Asia will be equal to if not greater than the North American market.</p>
<p>Almost every sector will benefit from the use of m-learning, however we feel three primary areas that will feel the biggest impact: Education , Agriculture and Healthcare</p>
<p>Additionally, rural communities will benefit tremendously not just from mLearning, but the mobile technology as a whole. Mobile devices are far cheaper than personal computers and do not depend on a continuous power supply to function.</p>
<p>There is a definite appeal in gaming for learning using mobile phones. Currently, several companies are experimenting with game-based learning technology for mobiles. However, the feasibility of such an approach depends on the cost of development and deployment of such applications, which are quite high at this time. With increasingly capable hardware and connectivity available and dropping costs, it’s only a matter of time before learning games on mobile become commonplace.</p>
<p>In the future, we will see mobile phones, computers and various other computing/media devices (iPods, Digital Cameras, PDAs, etc.) we use converge into a single personal mobile computing device. At such a time, the differentiation between eLearning and mLearning will cease to exist; all learning will be electronic and mobile.</p><p>The post <a href="https://blog.upsidelearning.com/2009/07/25/mobile-learning-in-india/">Mobile Learning in India</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>How to Develop Cost Effective Game Applications for the iPhone</title>
		<link>https://blog.upsidelearning.com/2009/07/01/how-to-develop-cost-effective-game-applications-for-the-iphone/</link>
					<comments>https://blog.upsidelearning.com/2009/07/01/how-to-develop-cost-effective-game-applications-for-the-iphone/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Wed, 01 Jul 2009 18:10:32 +0000</pubDate>
				<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[audioqueue service]]></category>
		<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[IPhone]]></category>
		<category><![CDATA[Technology]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/07/01/how-to-develop-cost-effective-game-applications-for-the-iphone/</guid>

					<description><![CDATA[<p>Recently we’ve been developing mobile applications for the iPhone. Mostly, this is a casual quiz game-type application where the user is presented with multiple choice questions, if you love the tallettaa ja pelata games you will love this. Based on the responses the user is presented with feedback about the efficacy of managing his time. &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/07/01/how-to-develop-cost-effective-game-applications-for-the-iphone/">How to Develop Cost Effective Game Applications for the iPhone</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>Recently we’ve been developing mobile applications for the iPhone. Mostly, this is a casual quiz game-type application where the user is presented with multiple choice questions, if you love the tallettaa ja pelata games you will love this. Based on the responses the user is presented with feedback about the efficacy of managing his time.</p>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td colspan="2">While this seemed simple enough to accomplish, it was important for us to keep the cost low for the consumer and deliver within acceptable timelines. The immediate challenges that we faced were:</td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">•</td>
<td style="padding-left: 5px;">The application should have some kind of animation.</td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">•</td>
<td style="padding-left: 5px;">The application should include the use of voiceover audio as one interface to communicate feedback to user.</td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">•</td>
<td style="padding-left: 5px;">It needed to work in both landscape and portrait mode on the phone.</td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">•</td>
<td style="padding-left: 5px;">Very little development time.</td>
</tr>
</tbody>
</table>
<p>Additionally, the application needed elements of randomization from a question bank and a timer based quiz.</p>
<p><img decoding="async" class="alignright size-full wp-image-1207" title="Flow Chart" src="https://d2k0gkbwm0z9hv.cloudfront.net/wp-content/uploads/2009/07/flowchart011.gif" alt="Flow Chart" width="140" height="280" /><strong>Approach:</strong><br />
Typically, these sorts of requirements lend themselves for development in Objective C language (the native language for developing IPhone applications). But when considered we realized that it be difficult to develop an animated user interface in the given timeframe. At one point, given the timeframe, we even thought about abandoning the project as not feasible.</p>
<p>But several internal team meetings later we thought of developing it in HTML, while realizing with this approach would not take full advantage of iPhone’s rich user interface. Ultimately we determined that a blended approach of using HTML plus Objective C function calls to iPhone components.</p>
<table cellspacing="0" cellpadding="0">
<tbody>
<tr valign="top">
<td colspan="2"><strong>Overcoming the challenges</strong></td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">&#8211;</td>
<td style="padding-left: 5px;"><strong>User interface: </strong>We designed user interface using animated gifs. While doing this we had to keep an eye on the size of gif file, ensuring they were less than 100 kb or they would render animatedly. These gif files were included in HTML pages. The rendering of html contents was done in UIwebview component. The manipulation (show/hide) of gifs was done using JavaScript and Objective C. This was accomplished by sending events from Objective C to HTML and vice versa.<br />
While this approach of developing animated gifs saved us a lot of effort it’s important to understand that we had to compromise on the quality of the UI somewhat &#8211; a tradeoff between quality and cost.</td>
</tr>
<tr>
<td colspan="2"></td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">&#8211;</td>
<td style="padding-left: 5px;"><strong>Audio:</strong> Initially we were thinking of embedding audio in html itself but strangely unlike standard browser audio support we were not able to play them from within html. To overcome this limitation we use the audioqueue service available in the iPhone SDK. The synchronization of playing audio on user input was again achieved by using Objective C and JavaScript.</td>
</tr>
<tr>
<td colspan="2"></td>
</tr>
<tr valign="top">
<td style="padding-left: 5px;">&#8211;</td>
<td style="padding-left: 5px;"><strong>Should work in both landscape and portrait mode: </strong>This was far simpler than we’d anticipated.<br />
We were already using a div based structure for rendering HTML we just created two separate css files for landscape and portrait view that contained the position of each div used. The appropriate css was then loaded according to iPhone’s reported position. A clear benefit of using a table less layout!</td>
</tr>
</tbody>
</table>
<p>So by blending traditional web development with native iPhone development we were able to develop a cost effective mobile application. Feel free to try our approach in an appropriate situation and comment here.</p><p>The post <a href="https://blog.upsidelearning.com/2009/07/01/how-to-develop-cost-effective-game-applications-for-the-iphone/">How to Develop Cost Effective Game Applications for the iPhone</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Cogain – Look Ma, no hands!</title>
		<link>https://blog.upsidelearning.com/2009/06/27/cogain-look-ma-no-hands/</link>
					<comments>https://blog.upsidelearning.com/2009/06/27/cogain-look-ma-no-hands/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Sat, 27 Jun 2009 11:49:24 +0000</pubDate>
				<category><![CDATA[Future Technology]]></category>
		<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Technology]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/06/27/cogain-look-ma-no-hands/</guid>

					<description><![CDATA[<p>We picked up something from ICT results on 24th June &#8211; more amazing stuff that’s changing the way we interface with computers. This time it’s emerging from Cogain (Communication by Gaze Interaction), an EU-funded project under eInclusion tasked to use expertise on interface technologies for the benefit of users with disabilities. Take a look: The &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/06/27/cogain-look-ma-no-hands/">Cogain – Look Ma, no hands!</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>We picked up something from <a href="http://cordis.europa.eu/ictresults/" target="_blank" rel="noopener">ICT results</a> on 24th June &#8211; more amazing stuff that’s changing the way we interface with computers. This time it’s emerging from Cogain (Communication by Gaze Interaction), an EU-funded project under <a href="http://cordis.europa.eu/ist/so/einclusion/home.html" target="_blank" rel="noopener">eInclusion</a> tasked to use expertise on interface technologies for the benefit of users with disabilities.</p>
<p>Take a look:</p>
<div class="lwftinnerimg"><iframe style="width: 100%!important; max-width: 100%!important;" src="https://www.youtube.com/embed/NBIjWA8CHls" width="100%" height="350px"><br />
</iframe></div>
<p>The Cogain project was funded to the tune of 2.9 million Euros and has an objective to make this technology available freely to all. This is just what they’ve gone ahead and done; compatible with <a href="https://www.tobii.com/" target="_blank" rel="noopener">Tobii</a> and ITU GazeTracker.</p>
<p>As I watched the playing of Warcraft without using hands, the immensity of this development struck me. This year has marked the emergence of spectacular human computer interfaces that don’t need peripheral devices, Microsoft showed off <a href="http://blog.upsidelearning.com/2009/06/05/project-natal/" target="_blank" rel="noopener">Project Natal</a> earlier this year and now we see this particular example. In both cases, the interface has moved from devices that are held in your hand to devices that can track specific human activities. In the future we can be pretty sure that such interfaces will abound.</p>
<p>This technology was designed for and will substantially improve disabled access to computer mediated interactions. I wonder if it will affect the way interaction designers think about human computer interfaces and the dominance of the keyboard and mouse. Interaction designers have long considered keyboards and mice as the ONLY input devices for computers; with that changing, will designers challenge conventional graphic user interfaces driven by those input devices? Will there be a new wave of ‘more human’ interfaces?</p><p>The post <a href="https://blog.upsidelearning.com/2009/06/27/cogain-look-ma-no-hands/">Cogain – Look Ma, no hands!</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Top 100 Learning Game Resources</title>
		<link>https://blog.upsidelearning.com/2009/06/24/top-100-learning-game-resources/</link>
					<comments>https://blog.upsidelearning.com/2009/06/24/top-100-learning-game-resources/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Wed, 24 Jun 2009 17:24:04 +0000</pubDate>
				<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Learning Technology]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Top 100]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/06/24/top-100-learning-game-resources/</guid>

					<description><![CDATA[<p>When writing the whitepaper about Casual games, I did a fair bit of research and looked at several hundred web links. While doing so, I documented a few of the better ones. I’d been mulling posting these to the blog. So here they are &#8211; a Top 100 Learning Game Resource list. If you are &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/06/24/top-100-learning-game-resources/">Top 100 Learning Game Resources</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>When writing the whitepaper about Casual games, I did a fair bit of research and looked at several hundred web links. While doing so, I documented a few of the better ones. I’d been mulling posting these to the blog. So here they are &#8211; a Top 100 Learning Game Resource list. If you are already developing learning games, these links will broaden your horizons, as they did mine. If you are contemplating beginning – it might help to look at links that interest you to get some grounding ideas.</p>
<p>This list isn’t categorized in any way, and it’ll stay that way until I figure out a good way to tag and qualify them in some way. Most often such a list brings up debate about the quality of content linked to. In putting this list together, I worked with Tony Karrer and his <a href="http://www.elearninglearning.com/" target="_blank" rel="noopener">eLearning Learning</a> site extensively to match links that are popular based on social signals, specifically in the <a href="http://www.elearninglearning.com/games" target="_blank" rel="noopener">Games </a> and <a href="http://www.elearninglearning.com/simulations" target="_blank" rel="noopener">Simulation</a> categories.</p>
<ol>
<li><a href="http://karlkapp.blogspot.com/2008/07/it-is-all-fun-and-gamesand-then.html" target="_blank" rel="noopener">It is All Fun and Games&#8230;And Then Students Learn- Kapp Notes, July 30, 2008</a></li>
<li><a href="http://learningvisions.blogspot.com/2009/04/building-better-learning-games.html" target="_blank" rel="noopener">Building Better Learning Games- Learning Visions, April 9, 2009</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2008/01/gadgets-games-and-gizmos-for-learning.html" target="_blank" rel="noopener">Gadgets, games and gizmos for learning- Clive on Learning, January 29, 2008</a></li>
<li><a href="http://www.eduweb.com/schaller-games.pdf" target="_blank" rel="noopener">What Makes a Learning Game?</a></li>
<li><a href="http://seriousgamesblog.blogspot.com/" target="_blank" rel="noopener">Serious Games Blog</a></li>
<li><a href="http://ignatiawebs.blogspot.com/2008/11/mlearn08-milk-students-building-mobile.html" target="_blank" rel="noopener">mLearn08: MiLK: students building mobile learning games in higher education by Debra Polson- Ignatia Webs, November 12, 2008</a></li>
<li><a href="http://www.marcprensky.com/writing/Prensky%20-%20Twitch%20Speed.html" target="_blank" rel="noopener">Marc Prensky &#8211; Twitch Speed, June 17, 2009</a></li>
<li><a href="http://www.oecd.org/dataoecd/44/16/39414809.pdf" target="_blank" rel="noopener">Digital games and learning gains (PDF), June 17, 2009</a></li>
<li><a href="https://www.jisc.ac.uk/" target="_blank" rel="noopener">Learning in Immersive worlds: A review of game-based learning</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/06/immerse-yourself-in-another-language.html" target="_blank" rel="noopener">Immerse Yourself in Another Language- Kapp Notes, June 3, 2008</a></li>
<li><a href="http://www.dontwasteyourtime.co.uk/elearning/resources-games-and-gaming-in-education/" target="_blank" rel="noopener">Resources: Games and Gaming in Education- Don&#8217;t Waste Your Time</a></li>
<li><a href="http://learningcircuits.blogspot.com/2007/10/which-name-is-better-serious-games-or.html" target="_blank" rel="noopener">Which name is better &#8211; Serious Games or Educational Simulations or&#8230;?- The Learning Circuits Blog, October 13, 2007</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/08/more-educational-games_07.html" target="_blank" rel="noopener">More Educational Games- Kapp Notes, August 7, 2008</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/06/art-of-making-video-games.html" target="_blank" rel="noopener">The Art of Making Video Games- Kapp Notes, June 10, 2008</a></li>
<li>Linking Commercial Games with Defense</li>
<li><a href="http://karlkapp.blogspot.com/2008/05/colleges-play-games.html" target="_blank" rel="noopener">Colleges Play Games- Kapp Notes, May 27, 2008</a></li>
<li><a href="http://www.igda.org/casual/quarterly/2_3/index.php?id=2" target="_blank" rel="noopener">Casual Games get Serious, June 17, 2009</a></li>
<li><a href="http://karlkapp.blogspot.com/2007/07/walk-mile-in-my-shoes-games-let-you-do.html" target="_blank" rel="noopener">Walk a Mile in My Shoes: Games Let You Do That- Kapp Notes, July 30, 2007</a></li>
<li><a href="http://www.educause.edu/" target="_blank" rel="noopener">Educause</a></li>
<li><a href="http://www.academiccolab.org/resources/documents/Good_Learning.pdf" target="_blank" rel="noopener">Good Video Games and Good Learning</a></li>
<li><a href="http://www.digra.org/dl/db/06276.30561.pdf" target="_blank" rel="noopener">Digital Games: A Motivational Perspective</a></li>
<li><a href="http://www.academiccolab.org/resources/documents/MacArthur.pdf" target="_blank" rel="noopener">Why Are Video Games Good For Learning?</a></li>
<li><a href="http://www.academiccolab.org/resources/gappspaper1.pdf" target="_blank" rel="noopener">Video games and the future of learning</a></li>
<li><a href="http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf" target="_blank" rel="noopener">moving learning games forward</a></li>
<li><a href="http://www.missiontolearn.com/blog/2008/04/learning-games-for-change/" target="_blank" rel="noopener">36 Learning Games to Change the World</a></li>
<li><a href="http://www.gamedevresearch.com/" target="_blank" rel="noopener">Game Development Research</a></li>
<li><a href="http://bozarthzone.blogspot.com/2007/06/yes-you-can-create-e-learning-games.html" target="_blank" rel="noopener">Yes You CAN Create E-learning Games- Bozarthzone , June 22, 2007</a></li>
<li><a href="http://www.apple.com/games/gettingstarted/kids/" target="_blank" rel="noopener">Apple Learning Games</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/08/and-you-thought-mechanical-engineering.html" target="_blank" rel="noopener">And You Thought Mechanical Engineering was Boring- Kapp Notes, August 14, 2008</a></li>
<li><a href="https://blog.upsidelearning.com/2009/03/26/adopting-digital-game-based-learning-why-and-how/" target="_blank" rel="noopener">Adopting Digital Game-based Learning: Why and How- Upside Learning Blog, March 26, 2009</a></li>
<li><a href="http://zaidlearn.blogspot.com/2008/05/75-free-edugames-to-spice-up-your.html" target="_blank" rel="noopener">ZaidLearn: 75 Free EduGames to Spice Up Your Course!, December 11, 2008</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2007/08/theory-of-fun.html" target="_blank" rel="noopener">A Theory of Fun- Clive on Learning, August 16, 2007</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2008/08/treatment-matrix.html" target="_blank" rel="noopener">The treatment matrix- Clive on Learning, August 5, 2008</a></li>
<li><a href="http://www.adobe.com/resources/elearning/pdfs/serious_games_wp.pdf" target="_blank" rel="noopener">PDF: Serious games: online games for learning (PDF), June 17, 2009</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2007/06/where-games-sims-and-3d-worlds-meet.html" target="_blank" rel="noopener">Where games, sims and 3D worlds meet- Clive on Learning, June 24, 2007</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2008/11/caspian-ils-taxonomy.html" target="_blank" rel="noopener">Caspian&#8217;s ILS taxonomy- Clive on Learning, November 17, 2008</a></li>
<li><a href="http://learningcircuits.blogspot.com/2005/08/24-questions-about-computer-games-and.html" target="_blank" rel="noopener">24 Questions about computer games and education- The Learning Circuits Blog, August 8, 2005</a></li>
<li><a href="https://blog.upsidelearning.com/2009/04/18/casual-and-serious-digital-games-for-learning-some-considerations/" target="_blank" rel="noopener">Casual and Serious Digital Games for Learning – Some Considerations- Upside Learning Blog, April 17, 2009</a></li>
<li><a href="https://www.ul.com/services/digital-applications/global-ehs-training" target="_blank" rel="noopener">Gadgets, Games and Gizmos: Learning Algebra in a Game- Kapp Notes, November 19, 2006</a></li>
<li><a href="http://karlkapp.blogspot.com/2007/08/games-and-gamer-generation-keynote.html" target="_blank" rel="noopener">Games and the Gamer Generation: Keynote- Kapp Notes, August 10, 2007</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/05/games-and-learner-assessment.html" target="_blank" rel="noopener">Games and Learner Assessment- Kapp Notes, May 30, 2008</a></li>
<li><a href="http://elearndev.blogspot.com/2006/10/world-bank-serious-games-and-urban_30.html" target="_blank" rel="noopener">World Bank: Serious Games and Urban Planning, October 30, 2006</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/09/top-10-educational-games-of-1980s.html" target="_blank" rel="noopener">Top 10 Educational Games of the 1980s- Kapp Notes, September 20, 2008</a></li>
<li><a href="http://www.gamestudies.org/0102/squire/" target="_blank" rel="noopener">Game Studies 0102: Cultural framing of computer/video games. By Kurt Squire, June 17, 2009</a></li>
<li><a href="http://karlkapp.blogspot.com/2007/10/its-monday-are-you-stressed-relax-with.html" target="_blank" rel="noopener">It&#8217;s Monday, Are You Stressed? Relax with a Unique Video Game- Kapp Notes, October 29, 2007</a></li>
<li><a href="http://elearndev.blogspot.com/2007/11/confessions-of-acafan-official-weblog.html" target="_blank" rel="noopener">Confessions of an Aca/Fan: The Official Weblog of Henry Jenkins: From Serious Games to Serious Gaming (Part Four): Labyrinth, November 14, 2007</a></li>
<li><a href="http://karlkapp.blogspot.com/2008/08/planet-helios-from-ecological.html" target="_blank" rel="noopener">Save Planet Helios from ecological devastation!-3D Game by IBM- Kapp Notes, August 29, 2008</a></li>
<li><a href="http://elearndev.blogspot.com/2007/12/serious-games-slideshow-of-examples.html" target="_blank" rel="noopener">Serious Games: Slideshow of examples from an event at Harvard Business School, December 13, 2007</a></li>
<li><a href="http://www.thiagi.com/email.html" target="_blank" rel="noopener">Email Games, June 17, 2009</a></li>
<li><a href="http://karlkapp.blogspot.com/2007/01/gadgets-games-and-gizmos-mmorpg-in-ict.html" target="_blank" rel="noopener">Gadgets, Games and Gizmos: MMORPG in ICT Education- Kapp Notes, January 16, 2007</a></li>
<li><a href="https://blog.upsidelearning.com/2009/04/03/gdc-serious-games-summit/" target="_blank" rel="noopener">GDC’s Serious Games Summit- Upside Learning Blog, April 3, 2009</a></li>
<li><a href="http://clive-shepherd.blogspot.com/2009/01/rapid-authoring-for-immersive-games-and.html" target="_blank" rel="noopener">Rapid authoring for immersive games and sims- Clive on Learning, January 26, 2009</a></li>
<li><a href="http://karlkapp.blogspot.com/2007/02/gadagets-games-and-gizmos-esl-in-sl.html" target="_blank" rel="noopener">Gadgets, Games and Gizmos: ESL in SL- Kapp Notes, February 13, 2007</a></li>
<li><a href="http://christytucker.wordpress.com/2009/04/14/tcc09-digital-learning-environments-context-sensitive-and-imaginative-classes-in-second-life/" target="_blank" rel="noopener">TCC09: Digital Learning Environments: Context Sensitive and Imaginative Classes in Second Life, April 14, 2009</a></li>
<li><a href="http://elearningrandomwalk.blogspot.com/2006/08/why-most-off-shelf-commerical-games.html" target="_blank" rel="noopener">Why Most Off the Shelf Commerical Games Will Not Work in Education? And What Is The Alternative?, June 17, 2009</a></li>
<li><a href="http://www.thiagi.com/textra-games.html" target="_blank" rel="noopener">Textra Games, June 17, 2009</a></li>
<li><a href="http://blog.learnlets.com/?p=641" target="_blank" rel="noopener">Predictions for 2009, December 30, 2008</a></li>
<li><a href="http://www.thiagi.com/games.html" target="_blank" rel="noopener">Training Games, June 12, 2007</a></li>
<li><a href="http://www.pbs.org/kcts/videogamerevolution/impact/myths.html" target="_blank" rel="noopener">Eight Myths About Video Games Debunked, June 17, 2009</a></li>
<li><a href="http://acrlog.org/2007/06/06/serious-games/" target="_blank" rel="noopener">Serious Games, June 17, 2009</a></li>
<li><a href="http://bdld.blogspot.com/2009/05/social-sites-design-informal-learning.html" target="_blank" rel="noopener">Social Sites, Design, Informal Learning, &amp; Brain Games, May 4, 2009</a></li>
<li><a href="http://janeknight.typepad.com/pick/2008/05/groupboard.html" target="_blank" rel="noopener">Groupboard, May 7, 2008</a></li>
<li><a href="http://www.elearning30.com/2008/11/25/army-is-to-spend-50-million-in-edutainment-for-troops/" target="_blank" rel="noopener">Army is to Spend $50 Million in Edutainment for Troops, November 25, 2008</a></li>
<li><a href="http://www.utne.com/2007-01-01/PlayingwithOurHeads.aspx" target="_blank" rel="noopener">Playing with Our Heads &#8211; Why Video Games are Making our Kids Smarter-and more obedient, June 17, 2009</a></li>
<li><a href="http://www.gamasutra.com/features/20011012/garneau_01.htm" target="_blank" rel="noopener">Fourteen Forms of Fun, June 17, 2009</a></li>
</ol>
<p>I intend to continue to add links to these categories (<a href="http://www.elearninglearning.com/games" target="_blank" rel="noopener">eLearning Games</a> &amp; <a href="http://www.elearninglearning.com/simulations" target="_blank" rel="noopener">eLearning Simulations</a>) over time. I’m open to suggestions: please comment here with links &amp; descriptions and I’ll definitely take a look at the sites suggested and consider inclusion.</p><p>The post <a href="https://blog.upsidelearning.com/2009/06/24/top-100-learning-game-resources/">Top 100 Learning Game Resources</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Nintendo&#8217;s Four I Standard</title>
		<link>https://blog.upsidelearning.com/2009/06/19/nintendos-four-i-standard/</link>
					<comments>https://blog.upsidelearning.com/2009/06/19/nintendos-four-i-standard/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Fri, 19 Jun 2009 14:15:36 +0000</pubDate>
				<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Learning Technology]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Technology]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/06/19/nintendos-four-i-standard/</guid>

					<description><![CDATA[<p>I was digging through some older GDC related posts during the course of some research yesterday. In a keynote that Nintendo president, Satoru Iwata delivered to a packed house at this year&#8217;s Game Developers Conference. He mentioned the &#8220;Four I&#8217;s&#8221; that Nintendo uses as a standard for the games it develops. “The reason, I believe, &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/06/19/nintendos-four-i-standard/">Nintendo’s Four I Standard</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>I was digging through some older GDC related posts during the course of some research yesterday. In a keynote that Nintendo president, Satoru Iwata delivered to a packed house at this year&#8217;s <a href="http://www.gdconf.com/" target="_blank" rel="noopener">Game Developers Conference</a>. He mentioned the &#8220;Four I&#8217;s&#8221; that Nintendo uses as a standard for the games it develops.</p>
<p style="color: #7f7f7f;"><em>“The reason, I believe, is that it meets the standards we set for all software we develop. We call these standards the Four Is.<br />
First, is it truly <b>innovative</b> &#8211; something different from what has come before?<br />
Second, is it <b>intuitive</b>? Do the control of the game and the direction of gameplay seem natural?<br />
Third, is it <b>inviting</b>? Do you want to spend time in this world?<br />
And finally, how does it measure up in terms of <b>interface</b>? Can the player connect in new ways?”</em></p>
<p>My immediate reaction was to go back to all those games I played and continue to play. I realized that those are four elements that are essential to a successful gameplay experience. Core gamers demand games that are ‘innovative’ – games that push the boundaries beyond what has existed till that point in time. They’re willing to spend the time to learn to play a game and master its mechanics, but that’s only if its intuitive. There is a long list of games that failed simply because the game wasn’t intuitive enough, the one that springs to mind is Spiderman: Web of Shadows. Goes without saying that it’s got to be ‘inviting’, gamers won’t spend time in a environment they don’t feel comfortable in. It’s almost paradoxical that in some commercial games these are imagined, rule bound, and in cases violent and explosive environments; yet they seem inviting to core gamers.</p>
<p>The next was to relate those “Four I’s” to learning games Instructional Designers create in the course of delivering solutions to customers. Sadly, we fail miserably on all fronts. Over the years, we’ve seen games that have been innovative, intuitive, inviting and having great interfaces; these have been individual qualities. However, I’ve not seen a SINGLE game which embodies all four qualities at the same time. I wonder if the designer’s failings were a result of inability to think as game designers and NOT instructional designers.</p>
<p>It’s simply because game designers and instructional designers ascribe to different philosophies; have different training and lean differently when talking about the same thing &#8211; games. Game design and instructional design are as different as chalk and cheese. The Learning Circuits blog makes a similar comment about this difference between the values of Instructional Systems Design and Computer Game Design.</p>
<p>In his post on Learning Circuits, Mark makes an interesting closing<span style="color: #7f7f7f;"><em> “What is the answer? I don&#8217;t know. I know enough to listen though when a man speaks who has a set of design principles flexible enough to produce both Super Mario Kart and Brain Age.”</em></span> Makes much sense to me; there is much wisdom for Instructional Designers seeking to design learning games in Nintendo’s 4I’s standard. We must attempt to appropriate and adopt these standards to apply to all eLearning.</p><p>The post <a href="https://blog.upsidelearning.com/2009/06/19/nintendos-four-i-standard/">Nintendo’s Four I Standard</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>Upside Board Game Exercise &#8211; Download the Winning Game</title>
		<link>https://blog.upsidelearning.com/2009/06/11/upside-board-game-exercise-download-the-winning-game/</link>
					<comments>https://blog.upsidelearning.com/2009/06/11/upside-board-game-exercise-download-the-winning-game/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Thu, 11 Jun 2009 14:28:35 +0000</pubDate>
				<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Download]]></category>
		<category><![CDATA[Games]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/06/11/upside-board-game-exercise-download-the-winning-game/</guid>

					<description><![CDATA[<p>While we spoke about putting the board games created during Upside’s board game creation exercise up for download, it’s taken us a couple of weeks to get here. Designing, prototyping, developing and play-testing a board game is one thing, packaging it for everyone to play is another. The individual who was lucky enough to convert &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/06/11/upside-board-game-exercise-download-the-winning-game/">Upside Board Game Exercise – Download the Winning Game</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>While we spoke about putting the board games created during <a href="http://blog.upsidelearning.com/?p=991" target="_blank" rel="noopener">Upside’s board game creation exercise</a> up for download, it’s taken us a couple of weeks to get here. Designing, prototyping, developing and play-testing a board game is one thing, packaging it for everyone to play is another. The individual who was lucky enough to convert it from physical prototype to a printable version learned much about game design while creating the PDF.</p>
<p>We wanted to keep the packaging simple and easy to use. During the play-testing session the game creators and developers were around to guide players and make subtle modifications to the game environment, objects or rule-sets. Web-users downloading content will not have such inputs. Also, it was essential for the packaging to allow for easy printing, very different from the rough-hewn games the teams created using the resources provided.</p>
<p>I’ve always considered the design of computer based games as being more complex than that of a board game. There were a few realizations during this exercise that challenged my notions. You can’t expect humans to make millions of calculations as a computer can, this implies that your rules and rule-sets have to be simple enough for humans to process and be able to advance the game state. The game environment must have a limited number of positional options and there must be a limited number of objects to match in (a board game) that environment. All in all, the brute computational force of modern computers possess let them model extremely complex environments with dynamic rule-sets, which humans can’t. When designed, board games must account for basic human processing capabilities; that’s easier said than done. Perhaps the game that pushes those processing capabilities to the maximum is chess, an ancient game that’s evolved into the ultimate board game.</p>
<p>Enough about why it took so long, so here it is, the winning entry from Upside Learning’s board game building challenge. We hope you download, print, paste on card-board or mount board, cut and start playing. A single dice is required to play, not included. We’d like to hear about your experiences, good, bad or otherwise while playing this game. We’re especially interested in how you might have improved the game.</p><p>The post <a href="https://blog.upsidelearning.com/2009/06/11/upside-board-game-exercise-download-the-winning-game/">Upside Board Game Exercise – Download the Winning Game</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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		<title>The Spymaster Game on Twitter</title>
		<link>https://blog.upsidelearning.com/2009/06/09/the-spymaster-game-on-twitter/</link>
					<comments>https://blog.upsidelearning.com/2009/06/09/the-spymaster-game-on-twitter/#respond</comments>
		
		<dc:creator><![CDATA[Abhijit Kadle]]></dc:creator>
		<pubDate>Tue, 09 Jun 2009 16:32:57 +0000</pubDate>
				<category><![CDATA[Future Technology]]></category>
		<category><![CDATA[Game Based Learning]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DGBL]]></category>
		<category><![CDATA[Future]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Technology]]></category>
		<guid isPermaLink="false">https://blog.upsidelearning.comindex.php/2009/06/09/the-spymaster-game-on-twitter/</guid>

					<description><![CDATA[<p>If you&#8217;re on Twitter and have missed Spymaster &#8211; where in the world have you been? All the rage last week, you&#8217;ve probably seen the many #spymaster tweets from tweeps in your network. You&#8217;re into it, or just plain confused about what the objective of the game is; either way, there&#8217;s no way you can &#8230;</p>
<p>The post <a href="https://blog.upsidelearning.com/2009/06/09/the-spymaster-game-on-twitter/">The Spymaster Game on Twitter</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></description>
										<content:encoded><![CDATA[<p>If you&#8217;re on Twitter and have missed <a href="http://playspymaster.com/" target="_blank" rel="noopener">Spymaster</a> &#8211; where in the world have you been? All the rage last week, you&#8217;ve probably seen the many #spymaster tweets from tweeps in your network. You&#8217;re into it, or just plain confused about what the objective of the game is; either way, there&#8217;s no way you can ignore it&#8217;s huge presence on Twitter.</p>
<p>So what&#8217;s Spymaster about &#8211; quite simply its leveraging Twitter&#8217;s people network, using Twitter APIs to provide a Mob Wars style game experience. By using <a href="http://oauth.net/" target="_blank" rel="noopener">OAuth </a>, the game is directly linked to your Twitter account; you&#8217;ll use the same profile as on Twitter, no need to create an account unlike other web-games. You&#8217;ve probably been invited, click through an invite and you&#8217;re in Spymaster-land.</p>
<p>Choose your agency, from amongst the British M16, the American CIA and the Russian FSB. Like most strategy games, you have to do some tasks like collecting dead drops or assassinating individuals, you get experience points and money–in the currency of the agency you represent. With this money you can buy weapons and other goodies on the black market to increase your attack and defense points. The key &#8211; this is a social game, your attack and defense points are implicitly related to how many people are following you on Twitter and how many of those you manage to convince to join the game. I sent out several dozen invites, got less than half to join.</p>
<p>It&#8217;s interesting to examine the immense popularity of this game; in <a href="http://omgomgomfg.com/2009/05/31/spymaster-a-low-maintenance-game-for-a-140-character-world/" target="_blank" rel="noopener">conversation</a> with AV Flox on her blog, Darshana Jayemanne of the University of Melbourne, makes an interesting comment about that:</p>
<p style="color: #7f7f7f;">&#8220;The game is similar to some other stuff that’s going around on other sites, and there’s a lot that could be said in general about why these games work. In particular though, I think the sync between the espionage theme and Twitter in particular works very well–Twitter itself feels kind of clandestine, like you’re immersed in these minutiae of other people’s lives as well as sharing select bits of information yourself.</p>
<p>The Twitterverse exists parallel to the mundane world, a bit like Mail Art or the Trystero in Pynchon’s The Crying of Lot 49. The stress of just how much to share is central to the spy thriller genre in which various bait-and-switches, mirroring and foreshadowing techniques are similar to the feeling you get piecing together some-one&#8217;s life from a stream of terse messages.</p>
<p>An unexamined life is not worth spying on.</p>
<p>The other thing is that we all tend to carry around more devices than any ’60s supervillain anyway. And we love to use them for fun as well as business, to use our devices in support of our vices. It’s a quasi-fetishistic activity, in fact, what Walter Benjamin would have called “the sex appeal of the inorganic.&#8221;&#8221;</p>
<p>That&#8217;s a fascinating comment, about the nature of Twitter &#8211; clandestine yet immersed in minutiae of people&#8217;s lives. That&#8217;s one thing that makes Twitter so powerful, it appeals to our nature of wanting to know and share, especially about others. In response to a question about what &#8216;drives&#8217; a game like Spymaster satisfies:</p>
<p style="color: #7f7f7f;">&#8220;It’s all in the design. Games are set up to organize desires around reward structures. So the design sets up the drive. Once you’re hooked to the reward structures, and can compare your success or failure to others (through points or money or what have you), it’s a self-sustaining process. Or so the designers hope. The “become a vampire/werewolf/zombie/banker/whatever” game apps on Facebook got old quickly–their scope was too limited.&#8221;</p>
<p>I&#8217;m trying to draw parallels in the design of instructional games. How are &#8216;learning games&#8217; set up to organize desires through rewards? Do we do enough to design reward structures that engage the learner? One aspect that occurs to me immediately is the need to include features like leader boards in learning games where players can compare and contrast their performance. Another is that there has to be a feature that lets players actually observe others performance in the game environment. Such observation helps learning, and let&#8217;s players analyze success strategies; understand some implicit game environment rules, and master advanced mechanics in the game.</p>
<p>As I keep <a href="http://blog.upsidelearning.com/?p=991" target="_blank" rel="noopener">mentioning</a> in reference learning game design, keeping a game SIMPLE is never easy. Spymaster did well to keep everything in balance and engaged to the extent that the game is addictive. Try Spymaster, we&#8217;ll be seeing more and more of these asynchronous network based games. It&#8217;s only a matter of time before their mechanics and architecture seep into learning games.</p><p>The post <a href="https://blog.upsidelearning.com/2009/06/09/the-spymaster-game-on-twitter/">The Spymaster Game on Twitter</a> first appeared on <a href="https://blog.upsidelearning.com">The Upside Learning Blog</a>.</p>]]></content:encoded>
					
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