Game can also be used to develop attention the first example is that the French psychologist Alfred Binet use the “Statue” game to help children improve their attention skill required in school. Children has to take a pose as long as they can although there are distraction around them. The children will try to out perform their friends. In my opinion, this will help them be able to stand to somthing else that can distract them.
Another test from Dye and Bavelier, they tested top-down attentional skills of 7–22 year olds focusing on top-down attention in space(Visual Search), in time (attentional blink paradigm), or over objects as in the multiple object tracking (MOT) paradigm.
The participants are presented a set of identical objects moving in space and asked to keep track of a subset of them. They have found that children who play action game can outperformed the others. Moreover, this group of children can reach the ability of non-player adult in performing the attention in time test (Blink) by age of 7-10 and the attention to object by age of 11-13 years.
In my opinion, it can be seen that the use of technology can affect in a good way but still it can be worse if we use it in a wrong way or over use it.
Resource: Video game play, attention, and learning: how to shape the development of attention and influence
learning? By Pedro Cardoso-Leite and Daphne Bavelier
There are many applications were built already to consume customer’s health care service. For instance, “Nike+ app” which can track how far you have run, rewarding your achievement with virtual trophies, and placing you on leadership boards. They can make you funny and doing exercise to make the weight loss or smoking cessation.
Now the advertisers and marketers are waking up to the potential of gamification. Indeed, online websites are adopted with the concept of gamification, awarding points for engagement and achieving goal. Likewise the mobile location tracker Foursquare awards badges and perks for users who check in most. Otherwise, gamification in healthcare communication can be taken a lot in the future. The example of “Paper to Patient” HCP education program; has been use the number of gaming mechanics to come up with a free compromise. The approach has solved by encouraging HCPs to engage with otherwise dense material. As the result, more than 15000HCPs have been used “Paper to Patient”.
To me, it’s quite new challenge with the funny concept of gaming in the pharma approach. As i knew, there are many companies as well as hosital are use this concept. Since it was easily to understand and encouraging them as the realistic life, it would be pursue a lot of patients to use this service in the future.
There are two kind of attention that is important in learning skills:
- Top-Down Attention: it is the attention that comes willingly toward a desired goal like reading a book on a crowded train. This kind of attention will control the allocation of processing the resource and prerequisite to the declarative learning (i.e. remember the phone number of your friend when he said it out.) In addition, the top-down attention will facilitate most of the learning skills.
- Sustained attention: it is the ability to hold focus from second to minutes. One should be able to be able to focus long enough to complete the tasks. Moreover, it is also a basic requirement for information processing. When it is difficult to a person to sustain their attention, they also have the possibility to adapt to environmental demands.
In conclusion, we have the first kind of attention in willing to do something and sustained attention is for holding the attention for a long time to complete that task.
Attentions in Learning
Video game play, attention, and learning: how to shape the development of attention and influence learning?
By Pedro Cardoso-Leitea and Daphne Baveliera
That is the interesting topic for gamification which will be used in the public transportation approach. In Singapore, many commuters are commuted to work around 7:30am to 8:30am, which caused the crowd and late work for them. So how could we avoid the passengers and commuters to travel at this time?
The researchers from National University of Singapore (NUS) and Standford University are working on a studying which aims to encourage of peak-commute on the train network in Singapore. The goal is that they will create a website which allow all commuters sign-up via their transit card and earn credits based on the distance they travel. The idea is that “Can i pay you to take a later train instead of the one at 8am”. Extra credits are granted for shoulder-peak trip. And they can use that credits for their next travel, playing game, or Cash-Buyout.
I think this is the good idea for both commuters and passengers who are necessary to travel on the busy train and not necessary one. They will get benefits from saving money and time instead of travel on the crowd time. Otherwise, it might force a bit problem with their travel tracking since they need to sign-up this service using their transportation card.
What do you think about this proposal?
For my previous post, I have proposed the impact of the gamification on the education. Now I will go ahead my aspect of this successful concept to the business sector. Since the gamification becoming more and more popular, some companies are tended to interest in this idea.
According to CNNExpension News, Samsung gets social and creates user-generated content by rewarding users for getting engaged with the community, participating in Q&A discussions with other users, watching videos, reviewing products, and other activities. In exchange for their participation, users are awarded with badges and progress through levels of achievement. Samsung already had hundreds of thousands of visitors, so it didn’t need to put much effort into driving visitors to the site. Instead, it focused on explaining the benefits of getting involved with the community to encourage users to review products and create valuable branded content for the company.
For me, I’m sure a lot of gamers, myself included, have asked themselves if they could make real life more like their video games. Your talk makes so much sense. More and more were seeing game concepts and systems applied to real products because companies are realizing how much more engaging they can make the user experience.
Does gamification really influence to the companies platform?
Source: “Companies doing business ‘playing’”
The first example: Cell phone use while driving is at least a contributing factor to more than one-in-four car accidents across the country. (The news by Ryan Gorman The DailyMail public on 27 March 2014)
The second one: Listening to your boyfriend/girlfriend gossiping while watching TV and saying you are listening to him/her instead of listening what is on the TV.
We think that we can do those things at the same time but actually it is not in our brain. The Neuroscienctist at MIT, Earl Miller, said.
“People can’t multitask very well, and when people say they can, they’re deluding themselves. For the most part, we simply can’t focus on more than one thing at a time.”
The only thing that we can do is shifting our focus from one thing to the next with a very quickly speed. It shows that you cannot focus on one thing while doing the other because there is actually the interference between the two tasks such as we send an email while taking on the phone, you will notice that there is a slow down on the speed of typing.
In conclusion, if we really look into the brain, the brain will pause for awhile after the first task and then perform another task because it takes time to push aside the information about the previous task.
In my experience, I cannot really do two things at the same time like studying and listening to music but some of my friends they said they could. Let’s share your idea!
Resources: Think You’re Multitasking? Think Again
It’s clear that the world is in love with gaming for everybody with every time and everywhere. However, how about at school? Every year, 1.2 million students in the U.S. alone fail to graduate from high school [Joey Lee and Jessica Hammer]. Of those who do graduate, a large percentage doesn’t have the skills they need for college as well as university.
For me, firstly, I think that playing game is really popular for students especially at the age of 13-18. That would be give risks to their education if they cannot control and manage the time with studying. The will face to fail from any examinations. Secondly, playing game will tend them to be more aggressive, more prone to confrontation with their teachers, may engage in fights with their peers, and sometime see a decline in school achievements as well.
So students should be well managing their time between studying and gaming. In addition, they might be find any methods or technique to solve that problem which making them successful in education even though playing game during their studying.
My question here is that, what if student could feel the same sense of pride, investment, and success in their school work that they feel while conquering level after level of their favorite XBox game? How might that help tip the scales?