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      <title>How does James Paul Gee and idea of gamification support or hinder the Situational Learning Theory? by Elaine Sam</title>
      <link>https://padlet.com/elaine_c_sam/tvpjosr9v65q</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2017-11-20 02:03:28 UTC</pubDate>
      <lastBuildDate>2017-11-24 01:32:39 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Gamification, if thoughtfully designed supports Situational Learning. There are multiple roles, opportunities for collective problem solving and ways to identify ineffective strategies and fine tune them in real time to make the effective toward achieving a goal. And they are collaborative. Gamification allows for learning to occur unintentionally, progressively and self or community-paced. -Henna Patel</title>
         <author>el_patel</author>
         <link>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209479314</link>
         <description><![CDATA[]]></description>
         <enclosure url="" />
         <pubDate>2017-11-22 15:33:24 UTC</pubDate>
         <guid>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209479314</guid>
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         <title>Agree with Henna</title>
         <author></author>
         <link>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209581200</link>
         <description><![CDATA[<div>I agree with Henna, in that when used thoughtfully it certainly does. The collaborative nature of classroom activities that utilize this method is often extensive. In addition to that, the collaborative work opportunities often utilize each team member's own strengths, they all contribute in a different way rather than focusing on following a single leader.<br>- Chris Smith</div>]]></description>
         <enclosure url="" />
         <pubDate>2017-11-23 01:32:37 UTC</pubDate>
         <guid>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209581200</guid>
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         <title>Agree with Henna and Chris</title>
         <author>s_eberhard</author>
         <link>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209609193</link>
         <description><![CDATA[<div>Yes, thoughtful designs to maximize the learning and the learning experience!<br>We have stage 3 (3rd year) university marketing strategy students (in groups) competing in business simulation games, where they have to make decisions about their businesses and gain points to win against other teams across the world! The top team gets to go on and compete globally at the champions league. The competitive students would spend so much time on the game than other form of assessments!<br>- Sally Eberhard</div>]]></description>
         <enclosure url="" />
         <pubDate>2017-11-23 06:54:15 UTC</pubDate>
         <guid>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209609193</guid>
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         <title>Agree</title>
         <author></author>
         <link>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209811950</link>
         <description><![CDATA[<div>Also, I think Gee's point about testing and assessment supports situational learning. The idea that we wouldn't think to give someone a "Halo Test" after they spend hours playing it on level "difficult" and beat the game suggests that <em>the learning is situated in that activity</em>, not a test about the activity.<br>Sally B<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2017-11-24 01:29:15 UTC</pubDate>
         <guid>https://padlet.com/elaine_c_sam/tvpjosr9v65q/wish/209811950</guid>
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