[Air-L] grading schemes that emulate gaming achievements, quests, etc.

Daiane Scaraboto dscaraboto at gmail.com
Thu Aug 2 17:19:44 PDT 2012

Doug Belshaw has been blogging on the topic. Here's one of his latest posts
about this:
Informal learning, gaming, and #openbadges

Daiane Scaraboto
Assistant Professor of Marketing
Escuela de Administración
Pontificia Universidad Católica de Chile

2012/8/2 <air-l-request at listserv.aoir.org>

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> Today's Topics:
>    1. CFP Convergence special issue: Mobility in Latin America
>       (Adriana de Souza e Silva)
>    2. Re: grading schemes that emulate gaming achievements, quests,
>       etc. (MacDougall, Robert)
> ----------------------------------------------------------------------
> Message: 1
> Date: Thu, 2 Aug 2012 10:03:29 -0400
> From: Adriana de Souza e Silva <adriana at souzaesilva.com>
> To: aoir list <air-l at aoir.org>
> Subject: [Air-L] CFP Convergence special issue: Mobility in Latin
>         America
> Message-ID: <E35E71A7-6797-41BD-9464-C44A5D369947 at souzaesilva.com>
> Content-Type: text/plain; charset=windows-1252
> Call For Papers
> Convergence: The international journal of research into new media
> technologies
> Mobility and mobile media in Latin America
> Edited by:
> Adriana de Souza e Silva (North Carolina State University)
> Isabel Froes (IT University of Copenhagen)
> Important dates:
> Papers must be sent in English by September 10th, 2012. We strongly
> encourage prospective authors to send papers as soon as possible.
> ?      All papers (7000/11000 words) will undergo a double blind-review
> process;
> ?      Submissions may be in the form of empirical research studies or
> theory-building papers;
> ?      For formatting guidelines, please see:
> http://www.uk.sagepub.com/msg/conv.htm#HOWTOSUBMITYOURMANUSCRIPT
> ?      Papers must also include:
>         o   Name and a brief biography of the author(s) (50 word) in a
> separate sheet,
>         o   150-word abstract, and
>         o   Up to 10 keywords.
> Proposals and inquiries should be sent electronically to Isabel Froes (
> icgf at itu.dk).
> Early submissions are greatly appreciated!
> By the second decade of the 21st century, mobile phones have reached
> saturation levels in many countries in the world, surpassing the number of
> landlines and personal computers. Although initial scholarly interest on
> the social use of mobile phones focused on Europe, Asia, and the United
> States, the impact of mobile phone on the developing world (or Global
> South) is increasingly evident and perhaps much more profound. For many,
> the mobile device is the first phone, the first internet connection, the
> first TV set, and the first global positioning system.
> Among developing nations, Latin America is a key area for studying the
> social dimension of mobile technologies. According to ITU statistics, the
> Americas had a total of 989 million mobile subscriptions as per 2011.
> However, numbers alone reveal little if not analyzed within a broader
> social, cultural, and economic framework. The focus on a homogeneous
> large-scale market leads to overly sanguine perspectives that often obscure
> how socioeconomic diversity causes and reflects mobile phone use.  Latin
> American countries have astounding income gaps among different sectors of
> the population, which influence and are influenced by technology
> development and use. For example, the use of high-end services such as
> mobile banking, and location-based services like Foursquare and Yelp is an
> intrinsic part of the daily mobile practices of the high-income population
> in Brazil. Conversely, the lower-income population in the country is
> familiar with the diret?o?a mobile phone that allows users
>   to make clandestine calls to anywhere in the world with the use of an
> illegal sim card. Brazil has also been at the forefront of an experimental
> and innovative approach towards new technologies, forecasted in cultural
> events that focus on art, music and film festivals dedicated to new and
> creative uses of mobile technologies, such as the Mobilefest and Arte.mov.
> This socio-economic and cultural diversity is also characteristic of other
> Latin American countries.
> Despite this cultural and socio-economic diversity, and the relevance of
> its marketing, the social use and development of mobile phones in Latin
> America is largely under theorized and poorly studied. With the goal of
> contributing to bridge this gap, this special edition invites essays that
> critically investigate the inter-relations among mobile technologies,
> culture, and social development in Latin American countries.
> Submitted manuscripts are encouraged (but not limited) to focus on:
> (1) History of mobile phones in Latin America. Essays are encouraged to
> explore the development of mobile phones in Latin American countries,
> comparing them to the landline infrastructure and internet growth within
> the socio-economic and political framework. Authors may explore the
> development and use of new mobile services, such as the mobile internet,
> text messaging, mobile apps, etc.
> (2) Social uses and appropriation of mobile phones. We welcome essays as
> empirical or theoretical studies dealing with the use and appropriation of
> technology by low-income communities. Of special interest are essays that
> explore how mobile and wireless technologies reconfigure the life of
> community dwellers and how people find new and unexpected uses for existing
> technologies.
> (3) Mobile art and games. We invite essays that investigate mobile phones
> as artistic and gaming interfaces, including essays that explore uses of
> hybrid reality, location-aware and pervasive activities in educational
> contexts, media arts, and gaming.
> (4) Location-based services. Submitted essays should investigate the uses
> and development of location-based services in Latin America, such as mobile
> annotation, location-based social networks, and mobile mapping.
> About the editors:
> Adriana de Souza e Silva is Associate Professor at the Department of
> Communication at North Carolina State University (NCSU), affiliated faculty
> at the Digital Games Research Center, and Interim Associate Director of the
> Communication, Rhetoric and Digital Media (CRDM) program at NCSU.Dr. de
> Souza e Silva's research focuses on how mobile and locative interfaces
> shape people's interactions with public spaces and create new forms of
> sociability. She teaches classes on mobile technologies, location-based
> games and internet studies. Dr. de Souza e Silva is the co-editor (with
> Daniel M. Sutko) of Digital Cityscapes?Merging digital and urban playspaces
> (Peter Lang, 2009), the co-author (with Eric Gordon) of the book
> Net-Locality: Why location matters in a networked world (Blackwell, 2011),
> and the co-author (with Jordan Frith) of Mobile interfaces in public
> spaces: Control, privacy, and urban sociability (Routledge, 2012).
> Isabel Fr?es has received her Masters degree from the Interactive
> Telecommunications Programme at New York University (NYU) and a Bachelor?s
> degree in psychology from Pontif?cia Universidade Cat?lica, Rio de Janeiro,
> PUC-RJ in Brazil. She is a lecturer and assistant researcher at the IT
> University of Copenhagen (Denmark), where she works both as a practitioner
> and scholar in the fields of communication, mobility, art and design. With
> a focus towards valuable interactions between people and technology, her
> research analyzes the future implications and current uses of digital
> media. In her courses she taps into the value of interactive elements in
> every arena and explores how they could affect the ways new concepts and
> activities are developed in distinct fields. She has presented some of
> these thoughts at various events such as the AAM conference (2009), and the
> IXDA South America (2010). She has taught various courses at Danish
> institutions such as IT University of Copenhagen
>  , University of Copenhagen and Kolding School of Design as well as
> Tecnol?gico de Monterrey, Campus Quer?taro in Mexico.
> Proposals and inquiries should be sent electronically to Isabel Froes (
> icgf at itu.dk).
> ______________________________
> Adriana de Souza e Silva, PhD
> Associate Professor of Communication
> NC State University
> http://www.souzaesilva.com
> Mobile Interfaces in Public Spaces
> http://amzn.to/LBhRmL
> ------------------------------
> Message: 2
> Date: Thu, 2 Aug 2012 12:26:11 -0400
> From: "MacDougall, Robert" <robert_macdougall at post03.curry.edu>
> To: "air-l at listserv.aoir.org" <air-l at listserv.aoir.org>
> Subject: Re: [Air-L] grading schemes that emulate gaming achievements,
>         quests, etc.
> Message-ID:
> <4CBFD6A4A6D0954B90CC0FE98D8B7090E01A2F0F35 at EXCCRMBX01.Currynet.local>
> Content-Type: text/plain; charset="iso-8859-1"
> Hi All,
> I recall a few people who have discussed various "gaming grading
> strategies."  In theory, these can streamline the grading process, enhance
> student awareness and tracking of their progress through our courses, etc,
> but I have not actually gotten any detail on how this actually works in
> practice.
> If anyone on this list has experimented with such grading methods, or can
> point me to a few links they might know of that can provide this sort of
> info, please pass along.  I have several colleagues interested in the
> possibilities.
> Thanks
> -rob
> Robert MacDougall
> Professor, Communication/Media Studies
> Coordinator, Faculty Center
> for Professional Development
> and Curriculum Innovation
> Curry College
> 65a Atherton St.
> Milton, MA? 02186-2395? USA
> Office Ph: 617-333-2265
> Skype: rhyperborean
> ------------------------------
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> End of Air-L Digest, Vol 97, Issue 2
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