gamification summit 2013Robert Torres, phdBill & Melinda Gates Foundation@robjtorresThursday, May 2, 13
...winding up in gamesThursday, May 2, 13
...landscapeSay going tocollege (8thgrade), 95%Graduate HS,70%Graduate HSReady to Succeedin College, 20%0%10%20%30%40%50%6...
7,000	  kids	  drop	  out	  of	  school	  dailyThursday, May 2, 13
Black and Latino youth between ages 11 -18 spend onaverage 13 hours daily engaged with media(Kaiser Family Foundation 2010...
...what it is about games?Thursday, May 2, 13
...what it is about games?Thursday, May 2, 13
...what it is about games?•	  Games	  enable	  learning	  to	  be	  vs.	  learning	  about•	  Games	  are	  spaces	  to	  ...
...what it is about games?•	  Games	  enable	  learning	  to	  be	  vs.	  learning	  about•	  Games	  are	  spaces	  to	  ...
...what it is about games?•	  Games	  enable	  learning	  to	  be	  vs.	  learning	  about•	  Games	  are	  spaces	  to	  ...
...a quick word aboutsystemsThursday, May 2, 13
goalsrulescomponentscore mechanicsspace3 types:technological,social, naturalThursday, May 2, 13
sense	  of	  place embodied	  ac/onsocial	  interplayemo/onssense	  of	  relevancesocial learning systemThursday, May 2, 13
sense	  of	  place embodied	  ac/onsocial	  interplayemo/onssense	  of	  relevancesocial learning systemThursday, May 2, 13
Thursday, May 2, 13
...a field quickly evolving1980s >> 2000s >> nowThursday, May 2, 13
focus on assessment....imagine a day when the game is the testThursday, May 2, 13
5 design requirementsThursday, May 2, 13
assess applicationofCommon Core andNext GenerationScience StandardsThursday, May 2, 13
assess complex skillstenacitycriticalthinkingcollaborationcommunicationproblemsolvingsynthesizesystemsthinkingcommunicatio...
engagementThursday, May 2, 13
immediate feedbackThursday, May 2, 13
Performance Datadata analyticsThursday, May 2, 13
masteryhigh	  cognitive	  demandhigh	  engagementThursday, May 2, 13
TenacityThursday, May 2, 13
players	  solve	  the	  protein	  structure	  that	  could	  help	  the	  design	  of	  new	  AIDS	  drugsplayers	  decode...
Thursday, May 2, 13
Thursday, May 2, 13
groundbreaking collaborationPearson(Center(for(Digital(Data,(Analytics,(and(Adaptive(Learning(Transforms learning and asse...
Thursday, May 2, 13
...what are we learning?Thursday, May 2, 13
•several of the games we have funded are showing significantgains in learning when compared to traditional teachingmethods•...
Thursday, May 2, 13
thank	  youThursday, May 2, 13
gamification summit 2013Robert Torres, phdBill and Melinda Gates Foundation@robjtorresThursday, May 2, 13
Upcoming SlideShare
Loading in...5
×

Robert Torres - Transforming Education with Gamification: The Past, Present and Future

5,984

Published on

The education industry is in transition - from the obvious changes being wrought at the university level to wrenching, systemic transformation at K-12 in the United States. At the same time, educators are no strangers to games and gamification -- they've long been used in the classroom. But if it's such a powerful tool, why hasn't gamification been the magic panacea that's solved all of our problems? Where is the gap between meaningful game-based interventions in education and what's happened so far? What are the bright spots, and the major roadblocks yet ahead? Join Robert Torres for this insightful look at a vision for the future of gamified education, and how we can truly leverage the potential of this powerful approach.

Robert Torres - Transforming Education with Gamification: The Past, Present and Future

  1. 1. gamification summit 2013Robert Torres, phdBill & Melinda Gates Foundation@robjtorresThursday, May 2, 13
  2. 2. ...winding up in gamesThursday, May 2, 13
  3. 3. ...landscapeSay going tocollege (8thgrade), 95%Graduate HS,70%Graduate HSReady to Succeedin College, 20%0%10%20%30%40%50%60%70%80%90%100%US Low Income StudentsThursday, May 2, 13
  4. 4. 7,000  kids  drop  out  of  school  dailyThursday, May 2, 13
  5. 5. Black and Latino youth between ages 11 -18 spend onaverage 13 hours daily engaged with media(Kaiser Family Foundation 2010)57% of youth are Internet “content creators”(Lenhardt & Madden (2005). Pew/Internet and American Life project.97% of youth are playing video games(Lenhart,A., Kahne, J., Middaugh, E., Macgill,A. R., Evans, C., &Vitak, J. (2008). Pew/Internet & American Life Project)Thursday, May 2, 13
  6. 6. ...what it is about games?Thursday, May 2, 13
  7. 7. ...what it is about games?Thursday, May 2, 13
  8. 8. ...what it is about games?•  Games  enable  learning  to  be  vs.  learning  about•  Games  are  spaces  to  experiment,  fail,  try  again•  Games  are  immersive,  designed  systemsThursday, May 2, 13
  9. 9. ...what it is about games?•  Games  enable  learning  to  be  vs.  learning  about•  Games  are  spaces  to  experiment,  fail,  try  again•  Games  are  immersive,  designed  systemsprinciples of good games =Thursday, May 2, 13
  10. 10. ...what it is about games?•  Games  enable  learning  to  be  vs.  learning  about•  Games  are  spaces  to  experiment,  fail,  try  again•  Games  are  immersive,  designed  systemsprinciples of good games =principles of good learningThursday, May 2, 13
  11. 11. ...a quick word aboutsystemsThursday, May 2, 13
  12. 12. goalsrulescomponentscore mechanicsspace3 types:technological,social, naturalThursday, May 2, 13
  13. 13. sense  of  place embodied  ac/onsocial  interplayemo/onssense  of  relevancesocial learning systemThursday, May 2, 13
  14. 14. sense  of  place embodied  ac/onsocial  interplayemo/onssense  of  relevancesocial learning systemThursday, May 2, 13
  15. 15. Thursday, May 2, 13
  16. 16. ...a field quickly evolving1980s >> 2000s >> nowThursday, May 2, 13
  17. 17. focus on assessment....imagine a day when the game is the testThursday, May 2, 13
  18. 18. 5 design requirementsThursday, May 2, 13
  19. 19. assess applicationofCommon Core andNext GenerationScience StandardsThursday, May 2, 13
  20. 20. assess complex skillstenacitycriticalthinkingcollaborationcommunicationproblemsolvingsynthesizesystemsthinkingcommunicationsystemsthinkingdesignthinkingdesignthinkingThursday, May 2, 13
  21. 21. engagementThursday, May 2, 13
  22. 22. immediate feedbackThursday, May 2, 13
  23. 23. Performance Datadata analyticsThursday, May 2, 13
  24. 24. masteryhigh  cognitive  demandhigh  engagementThursday, May 2, 13
  25. 25. TenacityThursday, May 2, 13
  26. 26. players  solve  the  protein  structure  that  could  help  the  design  of  new  AIDS  drugsplayers  decode  AIDS  protein  that  stumped  researchers  for  15  Years  in  just  3  WeeksThursday, May 2, 13
  27. 27. Thursday, May 2, 13
  28. 28. Thursday, May 2, 13
  29. 29. groundbreaking collaborationPearson(Center(for(Digital(Data,(Analytics,(and(Adaptive(Learning(Transforms learning and assessmentthrough digital gamesThursday, May 2, 13
  30. 30. Thursday, May 2, 13
  31. 31. ...what are we learning?Thursday, May 2, 13
  32. 32. •several of the games we have funded are showing significantgains in learning when compared to traditional teachingmethods•a meta-analysis that started with over 61,000 studies, showedthat “digital games are associated with significantly bettercognitive competency outcomes among students, relative toother instruction comparison conditions”early findingsThursday, May 2, 13
  33. 33. Thursday, May 2, 13
  34. 34. thank  youThursday, May 2, 13
  35. 35. gamification summit 2013Robert Torres, phdBill and Melinda Gates Foundation@robjtorresThursday, May 2, 13
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×