Joseph Chilton Pearce, American Author, on how the fear of being wrong kills creativity.
From where I see it, more times than not, the mistakes we make are also the source of our greatest opportunities. Mistakes are where the fun and the learning take place.
“We learn wisdom from failure much more than from success” - Samuel Smiles (author; 1812-1904)…
Embrace your fears, whether it is failure or darkness, and move toward something new or substantial.
Astrophysicist Dr. Neil DeGrasse Tyson was asked by a reader of TIME magazine, “What is the most astounding fact you can share with us about the Universe?” This is his answer.
When you take something great, like the musings of the mind of Dr. Neil deGrasse Tyson, and combine it with something else great, like stunning images of life and wonder on and off of Earth … you get this.
Watch it once, then twice, then with a friend.
If we all found the inspiration, wonder, truth, or appreciation for one fraction of life, for a tiny part of each day… & carried it with us…
Game-based learning has gained considerable traction since 2003, when James Gee began to describe the impact of game play on cognitive development. Since then, research — and interest in — the potential of gaming on learning has exploded, as has the diversity of games themselves, with the emergence of serious games as a genre, the proliferation of gaming platforms, and the evolution of games on mobile devices. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. Role-playing, collaborative problem solving, and other forms of simulated experiences are recognized for having broad applicability across a wide range of disciplines.
Just more to show the growing opportunities to learn as our awareness and understanding grows. This has also inspired me to wonder about retooling commercial games into classroom learning opportunities. For example, having students play a role-playing game/simulation (Clue, D&D, Deadlands etc…) or perhaps card games as a precursor to constructing stories/narratives and, or reflections.