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		<title>A Eureka Moment about Training, Education,  Puzzles, and Games - comments</title>
		<description></description>
		<link>http://fortressat.com/</link>
		<lastBuildDate>Wed, 22 May 2013 03:55:52 +0100</lastBuildDate>
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			<title>[No Title]</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=3345#josc80306</link>
			<description>Unfortunately, the trend in education for a long time has been toward rote learning: listen, memorize, regurgitate on a multiple choice test.  (But life is an essay test.)  Even the computer certification tests are like this, not really related to the real world.  

We don't teach people any more how to think.  Which makes it hard to teach game design!</description>
			<author>lewpuls</author>
			<pubDate>Fri, 22 Jun 2012 01:30:33 +0100</pubDate>
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			<title>[No Title]</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=3345#josc80262</link>
			<description>Nice article Lew.  I work on this with my son.  I don't want him to just memorize how to plug and chug equations in math.  I want him to understand why he is doing something and some of the background and uses of this.  I've always been a person that wanted to understand the whole, in order to break down the parts.</description>
			<author>Dair</author>
			<pubDate>Thu, 21 Jun 2012 15:29:08 +0100</pubDate>
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			<title>[No Title]</title>
			<link>http://fortressat.com/index.php?option=com_content&amp;task=view&amp;id=3345#josc80242</link>
			<description>This is some great writing right here.  This speaks to luck in games, complexity in games, design decisions, heuristic learning . . . this is A+ subject matter for F:At.

It also speaks to the nature of how &amp;quot;game&amp;quot; is delivered by the designer.  A designer has every opportunity to finish his work -- to write the ending to his story.  But that's a novel not a game, and it's unsatisfying to people who prefer to take an active part in the narrative.  What pieces a designer chooses to cast in stone (the rules) and what pieces to leave undone (the aspects that provide the &amp;quot;play&amp;quot; part of the game) is majorly fertile ground for debate.

S.</description>
			<author>Sagrilarus</author>
			<pubDate>Wed, 20 Jun 2012 19:26:49 +0100</pubDate>
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