21st Century Learning Model
1. Digital natives with tablets
2. Adult curation for K-8
3. Game as foundation
4. Government-...
What Computers Do Well
• Simulation
• Immersion
• Fantasy
• Dopamine
• “What if?” cause and effect
• Data
• Tracking
• Ada...
Why Games?
• Attention
• Motivation
• “Meet children where they are”
• Intrinsic – of it’s nature
• Autonomous – harmony w...
Didactic vs. Doing
• Marian Diamond: we learn by doing
• Valid curriculum
• Authentic
• Actions/results
• Reflect/conceptu...
Power of Stories
• “Something that happens to characters
that you care about”
• Emotional attachment
• Involvement (intera...
Who Said That?
“The student can find no possible means of involvement for
himself, nor can he discover how the educational...
EA Sports Recipe
• Game/tech experts
• Fantasy
• John Madden
• NFL plays
• NFL Rulebook
• Player stats
• Passion, commitme...
What/Why SEL?
• Social and Emotional Learning (SEL)
• We lost our way
• Goleman’s Emotional Intelligence
• School climate ...
IF… Recipe
• Janice Toben, Nueva, Yale, CASEL.org
• Game/tech experts
• Poem, Dogs and Cats, Joseph Campbell
• “Polished” ...
Chapter 1 Lessons/Assessment
• Lesson Plans/Tools in Chapter 1
1.3 - Inner and Outer Circle
1.4 - Pictionary of Emotions
1...
Yes, but what was that strange noise I just heard?
Sure, but first I have to check these text messages.
Ok, I am looking a...
Game
Experience
REAL-LIFE
TRANSFER
1. INFO ABOUT CHILD
2. DISCUSSION PROMPTS
TO ENGAGE
3. SKILLS:
• PRAISE EFFORT
• REINFO...
21st Century Learning Games
1. Grow a new industry
2. Curate great learning games
3. IF… really seems to work!
4. Promisin...
Trip Hawkins - A New Model For Educational Games
Trip Hawkins - A New Model For Educational Games
Trip Hawkins - A New Model For Educational Games
Trip Hawkins - A New Model For Educational Games
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Trip Hawkins - A New Model For Educational Games

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Trip Hawkins - A New Model For Educational Games

  1. 1. 21st Century Learning Model 1. Digital natives with tablets 2. Adult curation for K-8 3. Game as foundation 4. Government-backed curriculum 5. Legitimate assessment/transfer 6. Research and scale
  2. 2. What Computers Do Well • Simulation • Immersion • Fantasy • Dopamine • “What if?” cause and effect • Data • Tracking • Adapt to the user
  3. 3. Why Games? • Attention • Motivation • “Meet children where they are” • Intrinsic – of it’s nature • Autonomous – harmony with self • Volition – power of willful choosing
  4. 4. Didactic vs. Doing • Marian Diamond: we learn by doing • Valid curriculum • Authentic • Actions/results • Reflect/conceptualize • Assessment • Transference
  5. 5. Power of Stories • “Something that happens to characters that you care about” • Emotional attachment • Involvement (interactive play) • Cognition • Emotion • Remembering
  6. 6. Who Said That? “The student can find no possible means of involvement for himself, nor can he discover how the educational scene relates to the “mythic” world… The school drop-out situation will get very much worse because of the frustration of the student need for participation in the learning process. We are entering the new age of education that is programmed for discovery rather than instruction… Games are dramatic models of our psychological lives. Games as popular art forms offer to all an immediate means of participation in the full life of a society, such as no single role or job can offer.”
  7. 7. EA Sports Recipe • Game/tech experts • Fantasy • John Madden • NFL plays • NFL Rulebook • Player stats • Passion, commitment
  8. 8. What/Why SEL? • Social and Emotional Learning (SEL) • We lost our way • Goleman’s Emotional Intelligence • School climate / SEL research • Academics / SEL research • Illinois Teaching Standards • Federal government support
  9. 9. IF… Recipe • Janice Toben, Nueva, Yale, CASEL.org • Game/tech experts • Poem, Dogs and Cats, Joseph Campbell • “Polished” SEL Lesson Plans • Government teaching standards • Metrics and ECD methodology • Passionate, determined team
  10. 10. Chapter 1 Lessons/Assessment • Lesson Plans/Tools in Chapter 1 1.3 - Inner and Outer Circle 1.4 - Pictionary of Emotions 1.9 - Progressive Relaxation 1.11 - Breathing Techniques 1.13 - I-Message 2.1 - Win-Win Solution 2.2 - Escalating and De-Escalating 2.5 - Ten Ways Kids Cool Off Key EXSEL Goals Measured in Chapter 1 AE – Self-Awareness of Emotions AS/AR – Self-Awareness of Supports and Responsibilities ME – Self-Management of Emotions MR – Self-Management – Resilience/Grit MT – Self-Management Tools for Emotional Regulation RL – Positive Relationships – Listening RE – Positive Relationships - Expression RH – Positive Relationships – Asking for Help
  11. 11. Yes, but what was that strange noise I just heard? Sure, but first I have to check these text messages. Ok, I am looking at you and listening. Tell me more. That means being active and engaged so that I feel you listening and know that you care. Distractions will come. You can still bring focus to me. AE +1, AS +1, AR +1, ME +2, SP +1, RL +2, RG +1
  12. 12. Game Experience REAL-LIFE TRANSFER 1. INFO ABOUT CHILD 2. DISCUSSION PROMPTS TO ENGAGE 3. SKILLS: • PRAISE EFFORT • REINFORCE SKILLS ENGAGEMENT: STORY, GAMEPLAY REINFORCEMENT: BELIEFS, SKILLS, STRATEGIES REAL-LIFE TRANSFER MEASUREMENT: EMBEDDED ASSESSMENT SUPPORTIVE HOME CLIMATE CHILD PARENT
  13. 13. 21st Century Learning Games 1. Grow a new industry 2. Curate great learning games 3. IF… really seems to work! 4. Promising trends 5. IF… Apple iPad preview – FREE www.ifyoucan.org
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