[Squeakland] the non universals
Blake
blake at kingdomrpg.com
Sat Aug 25 22:08:21 PDT 2007
On Fri, 24 Aug 2007 19:17:03 -0700, Bill Kerr <billkerr at gmail.com> wrote:
>> refined and tested. What does "length of exposure" mean? One hour a
>> day for two years? One hour a week for two years? Here's a brief
>> thought
>> experiment to address this point: I'll bet everyone on this list
>> remembers exactly where they were and what they were doing when they
>> first learned of the 9/11 attacks. That wasn't a very long exposure,
>> yet everyone remembers it. Why?
Again citing Glenn Doman and the IAHP, there are three factors in
retention of data: Frequency, intensity and duration. Number of times of
exposure, the intensity of that exposure and the length of that exposure.
9/11 was a very intense exposure and, you know what, it was a pretty long
one, too. Little else occupied a lot of people's minds for a solid week.
Then you have the frequency of subsequent exposure: 9/11, the moon
landing, the Kennedy Assassination...I would imagine the firing on Fort
Sumter...it's not like these things happen in their brief moment and are
never mentioned again.
> Some controversy takes place around what the powerful materials are. eg.
> playing computer games such as World of Warcraft, is that powerful or
> trivial?
World of Warcraft is extremely powerful. It conveys things that are of
highly limited value, but it does so in a very effective fashion. The
intensity is probably as high as a virtual environment can get (I'm
guessing, I've never played), and it encourages both frequency and
duration.
The guys to ask about that, I guess, would be the America's Army guys.
They've been giving away their free combat game as a recruitment tool--but
it was initially a training tool as well.
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