<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Games as model for grading</title>
	<atom:link href="http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/</link>
	<description>learning, networks, knowledge, technology, community</description>
	<lastBuildDate>Sat,  4 Feb 2012 22:56:23 -0500</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.4</generator>
	<item>
		<title>By: Podcast Episode 08 – Level Up in class &#124; EdTechPodcast.com</title>
		<link>http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/comment-page-1/#comment-47120</link>
		<dc:creator>Podcast Episode 08 – Level Up in class &#124; EdTechPodcast.com</dc:creator>
		<pubDate>Tue, 30 Mar 2010 12:47:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=4679#comment-47120</guid>
		<description>[...] Games as model for grading [...]</description>
		<content:encoded><![CDATA[<p>[...] Games as model for grading [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Things I Learned This Week &#8211; #13 &#124; dougbelshaw.com/blog</title>
		<link>http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/comment-page-1/#comment-46359</link>
		<dc:creator>Things I Learned This Week &#8211; #13 &#124; dougbelshaw.com/blog</dc:creator>
		<pubDate>Sun, 28 Mar 2010 11:51:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=4679#comment-46359</guid>
		<description>[...] video game-style &#8216;experience points&#8217; instead of grades in school? &lt;strokes beard&gt; [...]</description>
		<content:encoded><![CDATA[<p>[...] video game-style &#8216;experience points&#8217; instead of grades in school? &lt;strokes beard&gt; [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Games as model for grading?{W11:Mar15-21} &#171; SHUAI&#39;s Blog</title>
		<link>http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/comment-page-1/#comment-44989</link>
		<dc:creator>Games as model for grading?{W11:Mar15-21} &#171; SHUAI&#39;s Blog</dc:creator>
		<pubDate>Sun, 21 Mar 2010 05:49:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=4679#comment-44989</guid>
		<description>[...] saw a interesting topic today from George Siemens&#8216; blog. He had an idea about &#8220;why not use a game model as a replacement for grading?&#8221; (click the link to see his original post). Basically, he has a thought on a fare model about [...]</description>
		<content:encoded><![CDATA[<p>[...] saw a interesting topic today from George Siemens&#8216; blog. He had an idea about &#8220;why not use a game model as a replacement for grading?&#8221; (click the link to see his original post). Basically, he has a thought on a fare model about [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tony Gonzalez</title>
		<link>http://www.elearnspace.org/blog/2010/03/19/games-as-model-for-grading/comment-page-1/#comment-44724</link>
		<dc:creator>Tony Gonzalez</dc:creator>
		<pubDate>Sat, 20 Mar 2010 02:07:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.elearnspace.org/blog/?p=4679#comment-44724</guid>
		<description>I like motivation for the idea, but as long as the experience cap is 100 and students can only level for a single semester before being reset to &quot;level 0&quot;, is there really any difference from starting at 100 points and applying an experience penalty for failing (or only partially completing) &quot;quests&quot;, a la old school EverQuest? (Recall that the serious penalties for failing at difficult challenges in EQ was one of the big reasons that players quickly defected from that game and flocked to WoW, which was much more forgiving of failure, and thus makes players more willing to take risks and explore.)

I think that a much more interesting model would be to allow students to roam freely in the provided environment, picking up quests and advancing levels at their own pace and as the urge takes them, leveling freely. Such is not likely to occur within the educational systems that we currently have, but maybe when some educational equivalent of WoW appears...</description>
		<content:encoded><![CDATA[<p>I like motivation for the idea, but as long as the experience cap is 100 and students can only level for a single semester before being reset to &#8220;level 0&#8243;, is there really any difference from starting at 100 points and applying an experience penalty for failing (or only partially completing) &#8220;quests&#8221;, a la old school EverQuest? (Recall that the serious penalties for failing at difficult challenges in EQ was one of the big reasons that players quickly defected from that game and flocked to WoW, which was much more forgiving of failure, and thus makes players more willing to take risks and explore.)</p>
<p>I think that a much more interesting model would be to allow students to roam freely in the provided environment, picking up quests and advancing levels at their own pace and as the urge takes them, leveling freely. Such is not likely to occur within the educational systems that we currently have, but maybe when some educational equivalent of WoW appears&#8230;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

