Serious Games for Serious Business

This is a guest post by Marigo Raftapoulus

Gaming technology, interactive media, digital entertainment and knowledge industries are converging to create new forms of learning. Learning 2.0, in the form of ‘serious games,’ allows people to learn new skills and experiment with different strategies in ‘safe-fail’ environments. Serious games build in safe-fail experimentation based on the premise that through failure we learn more about the problem that we want to solve through adaptive learning. In contrast, ‘fail-safe’ environments tend to stifle experimentation and innovation through an ensuing ‘fear of failure’ culture that tends to develop in such environments.

So what does a serious game look like? Check out this demo for a game designed to train emergency response paramedics in case of a terrorist attack (warning! Scenes are bloody).

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How Geniuses Think

Guest post by Michael Michalko

How do geniuses come up with ideas? What is common to the thinking style that produced “Mona Lisa,” as well as the one that spawned the theory of relativity? What characterizes the thinking strategies of the Einsteins, Edisons, da Vincis, Darwins, Picassos, Michelangelos, Galileos, Freuds, and Mozarts of history? What can we learn from them?

For years, scholars and researchers have tried to study genius by giving its vital statistics, as if piles of data somehow illuminated genius. In his 1904 study of genius, Havelock Ellis noted that most geniuses are fathered by men older than 30; had mothers younger than 25 and were usually sickly as children. Other scholars reported that many were celibate (Descartes), others were fatherless (Dickens) or motherless (Darwin). In the end, the piles of data illuminated nothing.

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