The Game as Design Principle

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Brian Waniewski, Managing Director, Institute of Play

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The Game as Design Principle

  1. 1. Game as Design Principle:Quest to Learn 23. August 2011 AGENDA introductions game as design principle school re-imagined take-aways
  2. 2. What is Institute of Play? MISSION activate twenty-first century citizens who engage deeply with the world METHOD leverage the power of games PROJECTS game design curriculum informal embodied professional institution platform design learning learning development design 2
  3. 3. What is Quest to Learn? DISTRICT 2 NYC PUBLIC SCHOOL 220 students GENDER 2009 Grade 6 Grade 7 45% M F 55% Grade 8 Grade 9 Grade 10 RACE-ETHNICITY Grade 11 2015 1% Grade 12 29% 33% african-american caucasian asian-american 4% latino other 33% 3
  4. 4. What is a game? HOOK FOR KIDS + ADULTS COMPLEX SYSTEM components game space rules goal core mechanic choice POSSIBILITY SPACE participate pathway feedback fail repeat COMMUNITY OF PLAYERS master ECOLOGY OF INTERESTS + PASSIONS share 4
  5. 5. School as a space where kids learn actively - game-like learning — “need to know” - taking on roles of authority - sharing expertise - smart tools - frequent embedded assessments 5
  6. 6. School as collaborative community - mission lab - collaborative curriculum design - boss level - studio q 6
  7. 7. School as one node in a learning ecology OUT OF SCHOOL AT HOME IN SCHOOL AFTER SCHOOL ONLINE - aligned after school offering - curriculum plugged into cultural institutions - early internship program - interest-driven online social network 7
  8. 8. School as traditional and 21st century - curriculum built from state content standards - integrated around core systems thinking questions - targeting a set 21st century skills and competencies - purposeful tech integration 8
  9. 9. The result?- 97% for student engagement among NYC public schools- student performance at or above NYC public school averages- preliminary gains in systems thinking, time management and team work skills- Math Olympiad win- ChicagoQuest 9
  10. 10. 10
  11. 11. A few take-aways: - try a DESIGN PROCESS that includes multiple stakeholders, collaboration, testing, iteration - create a NEED TO KNOW that’s culturally relevant - integrate REAL-TIME FEEDBACK systems and space for PRODUCTIVE FAILURE - create a need to TAKE ON ROLES and SHARE EXPERTISE - connect to multiple LARGER COMMUNITIES 11
  12. 12. Thanks for listening. Brian Waniewski Managing Director Institute of Play brian@instituteofplay.org www.instituteofplay.org

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