Ok I have to say something about learning and teaching for a sec #iteachmath. The thing is that if somebody is trying to learn how to do something, or how to take hold of an idea with their mind, we don't really know ahead of time what is going to achieve that. It might be 1/
All this is very well, but it effectively argues for a one-on-one approach to teaching and learning, which is prohibitively expensive. The real problem is how to optimize a one-on-many approach, which will always be less flexible and sensitive (and so will fail some learners.)
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Game designers are essentially pedagogues; their job is to ensure that players enjoy gaining complex skills through prolonged participation in a demanding activity. They cannot and do not hope to succeed with every possible purchaser of their products. Nor, alas, can we.
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When you're aiming at a mass market, and can't meticulously redesign your product to accommodate the peculiarities of each potential customer, you must be guided by statistical data. The question isn't what works for everyone -- nothing will -- but what works best for most.
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