Encourage a videogame? With a screen? As Nick Bilton wrote in a New York Times article urging parents to calm down about Minecraft, a Stockholm school has made Minecraft a requirement for its 13-year-old students because it helped them learn to plan. With millions of users, this wildly popular game mostly involves a world in which you manipulate really really big Lego-like objects. The game requires that you build shelters and tools to fend off zombies and other predators who come out at night. This game have an enormous learning, motivation and creativity benefits. So let’s start playing.
Showing posts with label fun game. Show all posts
Showing posts with label fun game. Show all posts
May 03, 2014
Minecraft Is Shaping A Generation, And That Is A Good Thing
תוויות:
fun game,
kids learnning,
Learning,
Minecraft,
video
July 04, 2013
What is the Best way to make mistakes and win? Play video games
Play is a vital part of being a person, and failure is a
vital part of play. What is the role of failure in video games? Do players
prefer games where they do not feel responsible for failing? My boy for
instance, he's a champion in computer games. The kind that has levels,
adventures, where the main player gains power and knowledge... And he didn't
start playing from the highest level becoming a champ without making mistakes,
right?! He kept failing, fixing, repeating, experiencing again, getting better,
failing again.. and in the end he feels on top of the world. Why?
תוויות:
failing,
fun game,
kanban game,
kids success
February 22, 2013
Futurespective: “To-do & Not to do” these are the action items to get things done.
Futurespective
is an incredibly positive perspective approach to get things done!
Not
a lot of people are familiar with this method, although I personally find it to
be one of my favorites.
I
was introduced to this method a few years ago when I was wondering if I should
take on a project or not, and I had to weigh the pros and cons, trying to
figure out what I should do.
Usually
when I start a personal coach or a team coach, I try to give the team/person a sense
of control over the expected process and progress during the first few sessions,
and to detect the gains and pains that the team or the person can use or over
come in order to reach the project goals. It is also in my interest to set the
team/person scoped into things he needs to attend that are directly related to
the goal a head.
Futurespective
can be a fantastic tool to serve this purpose (although
we can use it for a lot more than that). It gives a good sense of control over
the issues ahead and leads to practical action to enable better goals
achievement.
Before
we start
Some
assumptions:
·
We assume that we have a team (or a person) with common interests and goals
that they all want to achieve.
·
We assume that we are aware what project goals we need to achieve.
**Prepare
sticky notes and a white board. After all, getting things done has a lot to do with
visualization.
Let’s
get practical:
1.
Ask the team to imagine a journey into the future where they are at the
point of reaching their goals. Ask
them to describe how this future looks like. What were the success factors that
lead them to the point of success?
**Tell
them to ignore the execution phase for now. Give positive feedback and
encourage the group to continue – don’t judge the ideas or the people!
a.
Write each success factor on a sticky note, and stick it on the board.
b.
Summary this session by
understanding the factors that helped us get to this stage.
2.
Second phase: Ask the team to imagine they are at
the point where they didn’t reach the goals.
The
second phase may be the most important one in terms of making a point.
Why? What happened?
**Don’t
get into solutions now.
a.
Write each unsuccess factor on a sticky note, and stick it to the board.
**Now you have a list of issues to do and not to do.
3.
Ask the
team to look at the board.
a.
The ‘Goal Reached’ side of
the board contains those issues we wish to keep.
These aren’t just issues; they can be policies, behaviors and rules.
Following these may lead us to a better end. Keep this list visible.
b.
The ‘Goal NOT Reached’ side
of the board are those issues we wish to avoid, overcome, or deal with, a long
time before they come happen.
4.
Draw action items: Ask the team/person to draw action items to keep/ avoid/deal.
We can translate main pains and
gains to action items as our backlog.
a.
Draw 1-3 actions items that need to be handled immediately, or assign team
members to take those action items.
**
Action items can be, for instance, create a list of policies, to avoid x and Y
, to deal with issues and whatever.
5.
Now, all you have to do is just place your action items on your backlog
and To-do list.
The
techniques can be used for a lot of personal and professional issues. It can be
used for example just before we initiate a new project, or just before we begin
a personal journey; new work ; changes in life ; with our kids; just before a
major turn over (new class, new year) and whatever we wish to tackle a head.
And
as always, don’t forget to have fun while doing it.
תוויות:
agile,
backlog,
family tasks,
fun game,
Fun kanban,
Futurespective
August 18, 2012
PDCA psychology – Continues improvement (and kids video games)
True PDCA (Plan, Do, Check, Act.) is all about
the ability to respond to change, constantly improve, gain sense of ability, change and grow while
making forward progress. How can we use it to the benefits of the
family?
My kids are now old enough to play video games. This has, of course, got
me wondering about the benefits of playing those games, if there are even any
benefits. Well, they have SOME
benefit. When you fail, or experience success, or need to get things done to
win the game (remember this post?). It’s an excellent example, of what a PDCA (Plan, Do, Check, Act.) is all about.
“ There is another aspect of failing in video games that I think we need to pay attention to, and that is the role of autonomy. ….The reality is that mastering challenges and
fun failure creates a feeling of optimism, which neurologically and emotionally
improves our ability to learn in the future. If we think we are capable of
solving a problem, we will keep at it. Therefore, we need to foster a sense of
autonomy in learning. The minute we start talking about “my special needs
child,” we are taking away their autonomy…The less we stigmatize failure, the
more we encourage autonomy and optimism. Autonomy and optimism make you a
better learner, a better collaborator, and a better worker. Personally I think
the world could use a lot more of that.” Mike Langlois
And I will argue the additional point, that those video games allow the
kids to fail over and over again, forcing them to re-plan their steps and try
again. Gain more experience and try yet again. Failing again and again just
means that you learn how to do it better next time. And each time you re-start
the level, you gain in abilities, or power, or wealth. You start from a
relatively easy stage and advance to harder and harder stages, journeying
through a series of failures, successes and learning.
And so, thinking of the video gaming experience, I think it’s an
excellent example, of what a PDCA (Plan, Do, Check, Act.) is all about.
The ability to constantly improve, gain sense of ability, change and grow while
making forward progress.
Lets leave the kids playing their video games, and learn a bit about
PDCA, and how we can use it in the family.
According to Wikipedia, “PDCA (plan–do–check–act or plan–do–check–adjust)
is an iterative four-step management method used in business for the control
and continuous improvement of processes and products. ”
When do we use it?
● As a model for continuous improvement.
● When we wish to implement any change
● When we wish to improve
● ….
Plan to do something → Do it →Check and see how it went , Change
whatever you think is needed to change →And Act accordingly to the changes.
Then do it again.
Take a task (a small one) and place it on the board:
(I will add the F - for Fun)
When we start using PDCA more and more, it becomes second nature
to us. Just like a child playing a video game, failing and checking our steps
is something that comes without thinking.
It’s a continues improvement mindset approach.
When done right, I believe that PDCA keeps us in a “capable “mode. It
challenges us to solve problems in relatively small portions, allowing us to
experience small failures and experience a change to success.
By the way, ‘Failure’ isn’t a bad word; it’s something that when
experienced in small doses can be manageable and helps us progress and achieve.
‘Success’, of course, is a great feeling - and we can use this feeling when we
make small changes. We don’t need to wait for the big bang process to be
completed.
PDCA, when done right, helps us experience controlled success and
failures, and most important, helps us feel capable, driven from our experience
and the effort we put into ‘doing’. This fuels us to continue, to try solve and
change and grow.
Of course, just as anything else unfamiliar, the theory looks very
strict. We just need to experience it, adapt it to fit our needs and improve on
it.
So , what is the best way to get into a continues improvement using
PDCA?
1. Don’t forget to have fun while changing .
‘Fun’ usually comes last in my checklists. Not this time. Having fun helps fail better and increase the ability to solve problems now and in the future.
‘Fun’ usually comes last in my checklists. Not this time. Having fun helps fail better and increase the ability to solve problems now and in the future.
2. When something is interesting it’s also easier to solve.
PDCA is like a puzzle, so treat it as such. It should be interesting and related to what we want to do. Like in puzzle, we need to try sometimes few times before we figure it out.
PDCA is like a puzzle, so treat it as such. It should be interesting and related to what we want to do. Like in puzzle, we need to try sometimes few times before we figure it out.
3. Encouraged Autonomy.
In a video/PC game, you start from the easy stuff. You gain experience by failing and retrying (do-check), you learn from your mistakes and try again. Sometimes (most of the times!!!) you become better… even awesome in what you do. But the player manages to do it since he can use the autonomy of the game. This is a very important step in PDCA. Have the autonomy to change, learn and adapt. No change will happen if you aren’t allowed to think by yourself, fail, make mistakes and try again.
In a video/PC game, you start from the easy stuff. You gain experience by failing and retrying (do-check), you learn from your mistakes and try again. Sometimes (most of the times!!!) you become better… even awesome in what you do. But the player manages to do it since he can use the autonomy of the game. This is a very important step in PDCA. Have the autonomy to change, learn and adapt. No change will happen if you aren’t allowed to think by yourself, fail, make mistakes and try again.
4. Welcome failure as a step toward success.
Don’t expect to succeed from step one. Encourage your family to check things out and try again and again.
Don’t expect to succeed from step one. Encourage your family to check things out and try again and again.
5. Deal with small steps, one thing at a time.
There’s no need to plan, do check and act over massive projects. It doesn’t need to be a long cycle. It can be a daily process of planning, doing, checking and acting. Divide big changes into smaller practical tasks. Pick up one at a time and go with it.
There’s no need to plan, do check and act over massive projects. It doesn’t need to be a long cycle. It can be a daily process of planning, doing, checking and acting. Divide big changes into smaller practical tasks. Pick up one at a time and go with it.
6. Check – means communicate, talk it over, discuss.
Ask what went well and what can we do differently. You can use the daily gathering for that.
Ask what went well and what can we do differently. You can use the daily gathering for that.
7. Ease yourself out of your comfort zone.
Do one small thing each day to challenge yourself. Feel uncomfortable once a day, check it out, learn and adapt the next day.
Do one small thing each day to challenge yourself. Feel uncomfortable once a day, check it out, learn and adapt the next day.
8. Learning is a curve.
We learn better from experience.
We learn better from experience.
9. Appreciate the effort of doing.
It is highly important especially when you don’t succeed.
It is highly important especially when you don’t succeed.
10. Visualize.
As always, when you can see the change, it increases the probability of changing and doing.
As always, when you can see the change, it increases the probability of changing and doing.
By the way, to visualize, I take a small enough
task , using sticky notes, place them on
the board, run them visually into the PDCA process, and until people don’t even see the process
anymore it’s so innate, I mark the change visually on the board.
Well, I’m off to play some video games. Can’t let my boys grow TOO
complacent :)
To read more:
תוויות:
agile family,
children education ; agile at home ; agile kids,
focus,
fun game,
Goals,
GTD,
PDCA
April 02, 2012
The fun of agile, it's the "getting things done game"
I have recently read this presentation,
i know, it's from the industry but it really has a lot to do with agile, especially
at home. (you can skip some of the technical stuff).
I love the idea it presents : fun helps to get things done. Games are the ultimate fun tool (if designed to fit the customer needs).
I love the idea it presents : fun helps to get things done. Games are the ultimate fun tool (if designed to fit the customer needs).
Agile at home for kids and families is similar to a fun family game. It happens every evening. We have sticky notes, colors, moving stuff around the Taks board, discussing openly the rules and doing it as a family.
When thinking of it , when we apply the agile into the organization development
teams , if its not fun , it will not work (at least not to optimum).
So , as I say most of the times… don’t forget to have fun while you are doing it.
תוויות:
fun game,
Fun kanban,
kanban game
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