Notice how I’ve been a little more active of late? A couple of things related to that:
* I’m using [MarsEdit](http://www.red-sweater.com/marsedit/) to actually post entries to the blog, which allows me to write when I’m at the computer, and not necessarily just when I’m at the computer and online.
* It also translates [Markdown](http://daringfireball.net/projects/markdown/) syntax for writing in text editors, which is a habit I picked up very early in my blogging that saved me a ton of time by not having to do HTML markup, allowing me to write more “in the flow”. Markdown has had a spotty history of working or not working quite right with WordPress (it’s back to working again now), but with MarsEdit, I can do it on the fly much faster, which is awesome. Plus the integration with iPhoto and Flickr, so I can add a little more color to the posts.
* Since I’ve been tracking readership of the blog through [Feedburner](http://www.feedburner.com), I now have a better sense of how much this blog gets read a day/week/month, etc. I thought I maybe had 3-4 people a day hitting the blog, which doesn’t encourage a lot of writing, but Feedburner helps visualize for me how many people subscribe via RSS in [Google Reader](http://www.google.com/reader/), for example. It also gives me Metrics on how many people from Morden hit the blog (about 8 visits yesterday alone — Hi, England!). And it helps paint a picture for me of what topics are popular and what’s not ([SCORM 1.2 and ExternalInteface](http://flashforlearning.com/2007/04/13/scorm-12-and-externalinterface/) by a wide margin). Google bought Feedburner. It’s free to use and it’s been a bit of a motivator, since about 60-90 of you hit this site every business day.
One of the things I picked up at [Learning 2007](http://www.learning2007.com), specifically at [Dan Pink](http://www.danpink.com)’s keynote was this [Pecha Kucha](http://www.pecha-kucha.org) thing that I talked about [earlier](http://flashforlearning.com/2007/10/22/masie-dan-pink-keynote/). So this morning I tried it in a bi-weekly staff meeting to talk to what I picked up from the conference.
I could see a look of angst in the crowd of peers and superiors in the beginning, as the pace of my presenting was markedly faster — as if to groan, “Oh no… Aaron’s *innovating AGAIN*.” But after a couple of slides, I sensed a very dramatic change in response. I think my people responded very positively to the change in the format, recognizing the elimination of waste and the amount of focus it takes to put it together and present information in this way.
Truth be told, I thought it would be a breeze to put together, but I actually had a hard time, both in finding good visuals (pictures) to capture what I wanted to share, and in the absence of graphics — condensing text on the screen to be absorbed in a 20-second exposure.
In the end, I found it a strengthening experience and I plan on exercising my Pecha Kucha skills further, especially when I have to present information live. I don’t know how well it would work in an asynchronous environment, because I think part of the experience is the idea of “being in the room.”
I ordered a couple of books from Amazon based off of suggestions from various friends at Learning 2007. One of them is Gadgets, Games and Gizmos for Learning, which is turning out to be a *very* interesting read suggested (and blogged about) by both [Tom King](http://mobilemind.net/2007/09/cheat-this-book-gadgets-games-gizmos.html) and [Brent Schlenker](http://elearndev.blogspot.com/2007/10/elearndevcast-new-episode-with-karl.html). When Tom King is telling me how to **cheat this book**, I’m way sold.
Kapp describes a differentiation within the GenX/GenY populations in four phases affected by the gaming that was available to each part of the population as they came of age. And I’m completely blown away by his observation — like it speaks to me and my peers both of my age, a little older and younger than me.
Kapp describes “gamers” in four groups:
* Gamer 1.0 (gaming from 1970-1980), defined by the game: Pong.
* Gamer 2.0 (gaming from 1980-1990), defined by Pac-Man, Space Invaders, Battlezone, Super Mario Brothers and Tetris
* Gamer 3.0 (gaming from 1990-2000), defined by Myst, Zelda, Manic Mansion, Tomb Raider, Diablo, EverQuest
* Gamer 4.0 (gaming now), defined by The Sims, WoW, Grand Theft Auto III
Each of the defining games have a level of activity that grows more complex with each group; each have a growing degree of realism; each require an increasing degree of cognitive processing; and each require a higher degree of player collaboration than the games preceding them.
This ties in very well with Dan Pink and Don Tapscott.