Games can be a lot of fun. But, is there any evidence that they can achieve important learning goals? Just ask Mary Flanagan, inventor, artist, writer and designer whose quirky games, engaging installations, wild poetry and critical essays forge a unique vision of technology, pop culture and avant-garde art. With 30 games, five books, over fifty essays and chapters, and a collection of poetry to her credit, Mary also publishes in Salon, USA Today, and many others. Her artwork ranges from game-inspired systems to embodied interfaces, at museums such as The Whitney Museum, The Guggenheim, and the Tate Britain. Mary was Distinguished Visiting Scholar at the Jackman Humanities Institute at the University of Toronto. Her work has been supported by commissions and grants include the National Science Foundation. Mary founded the award-winning design research lab Tiltfactor, and the publishing company Resonym. She is Professor at Dartmouth College, New Hampshire. Interview starts at 23:40.
Gamification in the Workplace & Kickstarting Your Career at 33
But first, what’s it like to go back to high school at 33 to kickstart a new career? After a first career in journalism and advertising, Meaghan Michaud asked herself a new career question: ‘Instead of using my degree, what makes me happy?’ Animals — was the answer, especially after getting Elliot, her dog. But to become a Registered Veterinary Technician she needed high school chem and bio before successfully taking the college RVT program. Now, Meaghan runs a business, Pet Pedis, offering in-home nail grooming, pet-sitting and medical treatments.
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