Splantern

Month: January 1970

Gamification Technique: Virtual In-Game Economy

is an emergent economy existing in a virtual persistent world, usually exchanging virtual goods in the context of an Internet game. People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be “fun” (for instance, avatars …

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EMI: Cognitive Load

cognitive load theory (Sweller, 1988), which posits that “goal attainment and schema acquisition may be two largely unrelated and even incompatible processes” (p. 283). In other words, the demand for resources in performance type reasoning activities in System 2, compete with resources available for learning. According to CLT, there are three types of cognitive load: …

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