Learning is an Epic Win - ISAS February 2012 Part 1


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  • nice!
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  • Love the concise flow of this deck - Jane - you do rock and you are teaching some good concepts. My boss, friend and partner is Simon Egenfeld-Nielsen of SGI Denmark; and I am hopeful that we can share some kismet as the story unfolds around making this happen with a dynamic outcome.

    We connected with Constance Steinkuehler this week and hope to have some conversations around projects underway here in DC and in EU.

    My address is jkt@seriousgames.dk

    Talking with you sometime would be nice. Thank you for this great share!
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  • Intro + positive emotions = 10Quest to Learn + Fold it = 5Evoke + Find the Future = 15The power of games to create whole-hearted engagement with difficult challenges, and the ability of online, collaborative games in particular to teach 21st century skills
  • 21st century skills of extreme scale collaboration and resilience in the face of epic challenges
  • When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  • What if you could bring these emotions to every classroom activity?
  • What if you could bring these emotions to the workplace? To innovation? To customer relationships?
  • Public release date: 2-Nov-2011[ Print | E-mail |   Share ] [ Close Window ] Contact: Linda Jacksonjackso67@msu.edu517-353-7207Michigan State University Video game playing tied to creativityEAST LANSING, Mich. — Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars.A study of nearly 500 12-year-olds found that the more kids played video games, the more creative they were in tasks such as drawing pictures and writing stories. In contrast, use of cell phones, the Internet and computers (other than for video games) was unrelated to creativity, the study found.Linda Jackson, professor of psychology and lead researcher on the project, said the study appears to be the first evidence-based demonstration of a relationship between technology use and creativity. About 72 percent of U.S. households play video or computer games, according to the Entertainment Software Association.The MSU findings should motivate game designers to identify the aspects of video game activity that are responsible for the creative effects, Jackson said."Once they do that, video games can be designed to optimize the development of creativity while retaining their entertainment values such that a new generation of video games will blur the distinction between education and entertainment," Jackson said.The researchers surveyed 491 middle-school students as part of MSU's Children and Technology Project, which is funded by the National Science Foundation. The survey assessed how often the students used different forms of technology and gauged their creativity with the widely used Torrance Test of Creativity-Figural.The Torrance test involved tasks such as drawing an "interesting and exciting" picture from a curved shape, giving the picture a title and then writing a story about it.Overall, the study found that boys played video games more than girls, and that boys favored games of violence and sports while girls favored games involving interaction with others (human or nonhuman).Yet, regardless of gender, race or type of game played, greater video game playing was the only technology to be associated with greater creativity.The study appears online in the research journal Computers in Human Behavior.
  • It’s because of how unnecessary obstacles make us feel.
  • (total here is 943)
  • Learning is an Epic Win - ISAS February 2012 Part 1

    1. In the US, 99% of boys under 18 play games,and 94% of girls, 13 and 8 hours a week
    2. 92% of two-year olds play games!
    3. 10,000 hours of gaming … … by the age of 21
    4. Can gamesteach us to save the real world?
    5. “The opposite of play isn’twork – it’s depression.”
    6. EUSTRESSpositive stress
    7. Game designer nominated for Nobel Peace Prize by 2023
    8. 1 Billion Gamers 38 110 17187 80 18 105 31116 10 35 2 14
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