Marc Prensky & the digital divides

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  • Marc Prensky & the digital divides

    1. 1. © 2004 Marc Prensky © 2004 Marc Prensky Marc Prensky [email_address] www.marcprensky.com Secretary’s NCLB eLearning Summit July 13, 2004 Orlando FL © 2004 Marc Prensky
    2. 2. © 2004 Marc Prensky
    3. 3. in a game environment Serious training © 2004 Marc Prensky
    4. 4. I am speaking to you today… © 2004 Marc Prensky © 2004 Marc Prensky
    5. 5. … from the point of view… © 2004 Marc Prensky © 2004 Marc Prensky
    6. 6. © 2004 Marc Prensky … of the Millennials © 2004 Marc Prensky © 2004 Marc Prensky
    7. 7. Naturally, we’ll be going at (slides available) © 2004 Marc Prensky
    8. 8. WHAT CAN YOU [Educational Policy Makers] DO FOR US? [The Millennials] © 2004 Marc Prensky © 2004 Marc Prensky
    9. 9. “ Give us 21 st Century Tools!” © 2004 Marc Prensky © 2004 Marc Prensky © 2004 Marc Prensky
    10. 10. We are growing up during a VERY DIFFICULT TRANSITION © 2004 Marc Prensky
    11. 11. “ For the first time in history, we are no longer limited by our teachers’ ability and knowledge. ” – Mark Anderson © 2004 Marc Prensky © 2004 Marc Prensky
    12. 12. Sadly, YOU are LIMITING US © 2004 Marc Prensky © 2004 Marc Prensky
    13. 13. So we ask you, as Policy Makers To please SET US FREE ! © 2004 Marc Prensky © 2004 Marc Prensky
    14. 14. BY GIVING US THE TOOLS WE NEED © 2004 Marc Prensky
    15. 15. Today, you are so focused on CONTENT (  testing, etc.) © 2004 Marc Prensky
    16. 16. FOR MOST OF US, OUR BIGGEST NEED IS NOT BETTER CONTENT © 2004 Marc Prensky
    17. 17. WE NEED BETTER UNDERSTANDING & 21 st CENTURY SKILLS © 2004 Marc Prensky
    18. 18. E.G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game, etc. © 2004 Marc Prensky
    19. 19. OUR TEACHERS CAN PROVIDE US WITH BETTER UNDERSTANDING © 2004 Marc Prensky
    20. 20. BUT WE CAN’T GET 21 ST CENTURY SKILLS from our TEACHERS © 2004 Marc Prensky
    21. 21. THEY DON’T HAVE THEM! © 2004 Marc Prensky
    22. 22. E.G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game © 2004 Marc Prensky
    23. 23. EVEN IF YOU “ RETRAIN” THEM! © 2004 Marc Prensky
    24. 24. WHY? © 2004 Marc Prensky
    25. 25. BECAUSE WE ARE THE © 2004 Marc Prensky
    26. 26. Digital Natives © 2004 Marc Prensky © 2004 Marc Prensky
    27. 27. <ul><li>10,000 hours Video Games </li></ul><ul><li>250,000 emails </li></ul><ul><li>10,000 hours on cell phones </li></ul><ul><li>20,000 hours TV (incl. MTV) </li></ul><ul><li>500,000 commercials </li></ul>© 2004 Marc Prensky <ul><li>< 5000 hours book reading </li></ul>© 2004 Marc Prensky
    28. 28. © 2004 Marc Prensky <ul><li>2 billion ring tones per year </li></ul><ul><li>2 billion songs + movies per month </li></ul><ul><li>3 billion text messages per day </li></ul>© 2004 Marc Prensky
    29. 29. Conventional Speed Step-by-Step Linear Processing Text First Work-Oriented Stand-Alone Digital Natives © 2004 Marc Prensky
    30. 30. Our e-Life <ul><li>Communicating </li></ul><ul><ul><li>email, IM, chat </li></ul></ul><ul><li>Sharing </li></ul><ul><ul><li>Blogs, webcams </li></ul></ul><ul><li>Buying & Selling </li></ul><ul><ul><li>ebay, papers </li></ul></ul><ul><li>Exchanging </li></ul><ul><ul><li>music, movies, humor </li></ul></ul><ul><li>Creating </li></ul><ul><ul><li>sites, avatars, mods </li></ul></ul><ul><li>Meeting </li></ul><ul><ul><li>3D chat rooms, dating </li></ul></ul><ul><li>Collecting </li></ul><ul><ul><li>mp3, video, sensor data </li></ul></ul><ul><li>Searching </li></ul><ul><ul><li>Info, connections, people </li></ul></ul><ul><li>Analyzing </li></ul><ul><ul><li>SETI, drug molecules </li></ul></ul><ul><li>Reporting </li></ul><ul><ul><li>Moblogs, photos </li></ul></ul><ul><li>Programming </li></ul><ul><ul><li>Open systems, mods search </li></ul></ul><ul><li>Socializing </li></ul><ul><ul><li>Learning social behavior, influence </li></ul></ul><ul><li>Growing Up </li></ul><ul><ul><li>Exploring, transgressing </li></ul></ul><ul><li>Coordinating </li></ul><ul><ul><li>Projects, workgroups, MMORPGs </li></ul></ul><ul><li>Evaluating </li></ul><ul><ul><li>Reputation systems–Epinions, Amazon, Slashdot </li></ul></ul><ul><li>Gaming </li></ul><ul><ul><li>Solo, 1-on-1, small & large groups </li></ul></ul><ul><li>Learning </li></ul><ul><ul><li>About stuff that interests them </li></ul></ul><ul><li>Evolving </li></ul><ul><ul><li>Peripheral, emergent behaviors </li></ul></ul>© 2004 Marc Prensky Digital Natives
    31. 31. OUR TEACHERS, HOWEVER, ARE MOSTLY… © 2004 Marc Prensky
    32. 32. Digital Immigrants © 2004 Marc Prensky © 2004 Marc Prensky
    33. 33. TO US THEY HAVE A DIGITAL IMMIGRANT ACCENT © 2004 Marc Prensky
    34. 34. AND MOST OF THEM DON’T UNDERSTAND THE NEW TECHNOLOGIES OR EVEN THE LANGUAGE © 2004 Marc Prensky
    35. 35. <ul><li>Quantum entanglement </li></ul><ul><li>Search technologies </li></ul><ul><li>Texture mapping </li></ul><ul><li>Steganography </li></ul><ul><li>3D modeling </li></ul><ul><li>Wikis </li></ul>© 2004 Marc Prensky
    36. 36. © 2004 Marc Prensky © 2004 Marc Prensky Digital Immigrants Digital Natives
    37. 37. FOR A LOT OF WHAT WE NEED OUR DIGITAL IMMIGRANT TEACHERS CANNOT HELP US MUCH © 2004 Marc Prensky
    38. 38. and DIGITAL NATIVE teachers WILL NOT TRULY BE THERE © 2004 Marc Prensky
    39. 39. UNTIL WE GROW UP AND BECOME THEM! © 2004 Marc Prensky
    40. 40. So… © 2004 Marc Prensky
    41. 41. WHAT CAN YOU GIVE US ? © 2004 Marc Prensky
    42. 42. WHAT DO WE DESPERATELY NEED FROM YOU? © 2004 Marc Prensky
    43. 43. WHAT YOU CAN, AND MUST, PROVIDE US WITH IS: © 2004 Marc Prensky © 2004 Marc Prensky
    44. 44. © 2004 Marc Prensky POWERFUL © 2004 Marc Prensky
    45. 45. © 2004 Marc Prensky ENGAGING © 2004 Marc Prensky
    46. 46. © 2004 Marc Prensky TOOLS © 2004 Marc Prensky
    47. 47. © 2004 Marc Prensky THAT WILL LEAD TO © 2004 Marc Prensky
    48. 48. THE UNDERSTANDING & SKILLS © 2004 Marc Prensky
    49. 49. THAT WILL E-NABLE US © 2004 Marc Prensky
    50. 50. TO GO BEYOND OUR TEACHERS’ ABILITY AND KNOWLEDGE © 2004 Marc Prensky
    51. 51. AND TO SUCCEED IN THE 21 ST CENTURY © 2004 Marc Prensky
    52. 52. © 2004 Marc Prensky POWERFUL © 2004 Marc Prensky
    53. 53. © 2004 Marc Prensky ENGAGING © 2004 Marc Prensky
    54. 54. © 2004 Marc Prensky TOOLS © 2004 Marc Prensky
    55. 55. E-LEARNING E-NABLEMENT © 2004 Marc Prensky
    56. 56. In School © 2004 Marc Prensky Outside School © 2004 Marc Prensky
    57. 57. © 2004 Marc Prensky Out of School we are EMPOWERED © 2004 Marc Prensky
    58. 58. “ Whenever I go to school I have to ‘power down’ ” – a high school kid © 2003 Marc Prensky © 2004 Marc Prensky
    59. 59. © 2004 Marc Prensky GOOD TOOLS EMPOWER US AS LEARNERS © 2004 Marc Prensky
    60. 60. “ On the Internet you can play games, you can check your mail, you can talk to your friends, you can buy things, and you can look up things that you really like.” – A High School Student © 2004 Marc Prensky Yahoo Born to be Wired Conference
    61. 61. The e-Life <ul><li>Communicating </li></ul><ul><ul><li>email, IM, chat </li></ul></ul><ul><li>Sharing </li></ul><ul><ul><li>Blogs, webcams </li></ul></ul><ul><li>Buying & Selling </li></ul><ul><ul><li>ebay, papers </li></ul></ul><ul><li>Exchanging </li></ul><ul><ul><li>music, movies, humor </li></ul></ul><ul><li>Creating </li></ul><ul><ul><li>sites, avatars, mods </li></ul></ul><ul><li>Meeting </li></ul><ul><ul><li>3D chat rooms, dating </li></ul></ul><ul><li>Collecting </li></ul><ul><ul><li>mp3, video, sensor data </li></ul></ul><ul><li>Searching </li></ul><ul><ul><li>Info, connections, people </li></ul></ul><ul><li>Analyzing </li></ul><ul><ul><li>SETI, drug molecules </li></ul></ul><ul><li>Reporting </li></ul><ul><ul><li>Moblogs, photos </li></ul></ul><ul><li>Programming </li></ul><ul><ul><li>Open systems, mods search </li></ul></ul><ul><li>Socializing </li></ul><ul><ul><li>Learning social behavior, influence </li></ul></ul><ul><li>Growing Up </li></ul><ul><ul><li>Exploring, transgressing </li></ul></ul><ul><li>Coordinating </li></ul><ul><ul><li>Projects, workgroups, MMORPGs </li></ul></ul><ul><li>Evaluating </li></ul><ul><ul><li>Reputation systems–Epinions, Amazon, Slashdot </li></ul></ul><ul><li>Gaming </li></ul><ul><ul><li>Solo, 1-on-1, small & large groups </li></ul></ul><ul><li>Learning </li></ul><ul><ul><li>About stuff that interests them </li></ul></ul><ul><li>Evolving </li></ul><ul><ul><li>Peripheral, emergent behaviors </li></ul></ul>© 2004 Marc Prensky Digital Natives
    62. 62. P OWERED B y O ur I NTERESTS © 2004 Marc Prensky
    63. 63. What’s different about our new technology is that it is programmable. – Alan Kay © 2004 Marc Prensky © 2004 Marc Prensky
    64. 64. What we put into the Internet is much more important to us than what we take out of it. – Tim Berners-Lee © 2004 Marc Prensky © 2004 Marc Prensky
    65. 65. We are producing as much as we are consuming – perhaps more. – JC Herz © 2004 Marc Prensky © 2004 Marc Prensky
    66. 66. If we don’t make it ourself, it’s not fun. – Stuart Bonn, Former VP at EA, now VP Fun, There © 2004 Marc Prensky © 2004 Marc Prensky © 2004 Marc Prensky
    67. 67. The most important things to remember are: multi-player creative collaborative challenging competitive – a high school student © 2004 Marc Prensky © 2004 Marc Prensky
    68. 68. HERE’S HOW YOU CAN EMPOWER US © 2004 Marc Prensky © 2004 Marc Prensky
    69. 69. 1 GIVE US THE HARDWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky © 2004 Marc Prensky
    70. 70. EMPOWERMENT MEANS HAVING OUR OWN COMPUTER © 2004 Marc Prensky © 2004 Marc Prensky
    71. 71. GET US TO 1:1 ASAP © 2004 Marc Prensky © 2004 Marc Prensky
    72. 72. BUT… © 2004 Marc Prensky © 2004 Marc Prensky
    73. 73. DO IT RIGHT! © 2004 Marc Prensky © 2004 Marc Prensky
    74. 74. BE SURE THERE IS CONSISTENCY AND MINIMUM STANDARDS! © 2004 Marc Prensky © 2004 Marc Prensky
    75. 75. “ Project Inkwell” © 2004 Marc Prensky © 2004 Marc Prensky
    76. 76. SCHOOL COMPUTERS NOT RANDOM BUSINESS COMPUTERS © 2004 Marc Prensky © 2004 Marc Prensky
    77. 77. WITH BASIC MINIMUMS FOR RUGGEDNESS POWER GRAPHICS SCREEN SIZE ETC. © 2004 Marc Prensky © 2004 Marc Prensky
    78. 78. Help us take advantage of the computers we already have… © 2003 Marc Prensky … in our pockets!
    79. 79. DON’T BAN OUR CELL PHONES © 2004 Marc Prensky
    80. 80. MAKE THEM LEARNING TOOLS © 2004 Marc Prensky
    81. 81. <ul><ul><li>Always in our pocket </li></ul></ul><ul><ul><li>Powerful and inexpensive </li></ul></ul><ul><ul><li>Communication-first devices </li></ul></ul><ul><ul><li>Full-featured e.g. Cameras, GPS, internet </li></ul></ul><ul><ul><li>Easy to download content into </li></ul></ul><ul><ul><li>Open to external input & output </li></ul></ul>CELL PHONES ARE: <ul><ul><li>Missing: Imagination & Funding </li></ul></ul>© 2004 Marc Prensky
    82. 82. 2 GIVE US THE SOFTWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky © 2004 Marc Prensky
    83. 83. YOU SHOULD BE DOING INFINITELY MORE FOR SOFTWARE © 2004 Marc Prensky
    84. 84. IT IS A NATIONAL SCANDAL THAT WE HAVE NOT DEVELOPED SOFTWARE THAT… © 2004 Marc Prensky
    85. 85. … TEACHES ALL KIDS TO READ BEFORE THEY ENTER FIRST GRADE © 2004 Marc Prensky
    86. 86. … TEACHES ALL HIGH SCHOOL STUDENTS ALGEBRA © 2004 Marc Prensky
    87. 87. WE CAN’T RELY ON THE MARKETPLACE TO PROVIDE THE BEST EDUCATIONAL SOFTWARE © 2004 Marc Prensky
    88. 88. We need a “ MANHATTAN PROJECT” For KEY EDUCATIONAL SOFTWARE TOOLS © 2004 Marc Prensky
    89. 89. <ul><li>EXAMPLES: </li></ul><ul><li>Tools for: </li></ul><ul><li>Teaching the basic subjects </li></ul><ul><li>Creating persuasive arguments </li></ul><ul><li>Enabling effective communication </li></ul><ul><li>Building common databases </li></ul><ul><li>Sharing points of view </li></ul>© 2004 Marc Prensky
    90. 90. EMPOWER US TO BUILD THEM © 2004 Marc Prensky
    91. 91. “ Hidden Agenda” © 2004 Marc Prensky © 2004 Marc Prensky
    92. 92. © 2004 Marc Prensky TOOLS MUST BE NOT ONLY POWERFUL BUT ALSO ENGAGING © 2004 Marc Prensky
    93. 93. WE ARE NOT “ADD” BUT “EOE” © 2004 Marc Prensky
    94. 94. E NGAGE ME Or E NRAGE ME © 2004 Marc Prensky
    95. 95. HOW CAN YOU MAKE OUR SOFTWARE TOOLS ENGAGING? © 2004 Marc Prensky
    96. 96. DUH! (A TECHNICAL TERM) © 2004 Marc Prensky
    97. 97. WHAT ENGAGES US? © 2004 Marc Prensky
    98. 98. GAMES! © 2004 Marc Prensky
    99. 99. So Use GAMES © 2004 Marc Prensky
    100. 100. As LEARNING TOOLS! © 2004 Marc Prensky
    101. 101. 3 GIVE US GAME-TOOLS TO ENGAGE US © 2004 Marc Prensky © 2004 Marc Prensky
    102. 102. WE KNOW GAMES PRODUCE LEARNING WITH ENGAGEMENT © 2004 Marc Prensky
    103. 103. WE WANT TO LEARN WITH ENGAGEMENT ALL THE TIME © 2004 Marc Prensky
    104. 104. WE WANT GAMES NOT BECAUSE THEY ARE GAMES, BUT BECAUSE THEY’RE THE MOST ENGAGING INTELLECTUAL THING WE HAVE… © 2004 Marc Prensky © 2004 Marc Prensky
    105. 105. … AND WE KNOW HOW MUCH WE LEARN FROM THEM! © 2004 Marc Prensky
    106. 106. IN FACT, LEARNING IS THE BIG SECRET REASON WE PLAY GAMES! © 2004 Marc Prensky © 2004 Marc Prensky
    107. 107. © 2004 Marc Prensky © 2004 Marc Prensky
    108. 108. Why Games Engage Us <ul><li>Fun </li></ul><ul><li>Play </li></ul><ul><li>Rules </li></ul><ul><li>Goals </li></ul><ul><li>Interactive </li></ul><ul><li>Outcomes & Feedback </li></ul><ul><li>Adaptive </li></ul><ul><li>Win states </li></ul><ul><li>Conflict, competition </li></ul><ul><li>Problem solving </li></ul><ul><li>Interaction with people </li></ul><ul><li>Representation & Story </li></ul><ul><li>Enjoyment and Pleasure </li></ul><ul><li>Intense involvement </li></ul><ul><li>Structure </li></ul><ul><li>Motivation </li></ul><ul><li>Doing </li></ul><ul><li>Learning </li></ul><ul><li>Flow </li></ul><ul><li>Ego Gratification </li></ul><ul><li>Adrenaline </li></ul><ul><li>Creativity </li></ul><ul><li>Social Groups </li></ul><ul><li>Emotion </li></ul>© 2004 Marc Prensky
    109. 109. 1. Doing and reflecting 2.        Appreciating good design 3.        Seeing interrelationships 4.        Mastering game language 5.        Relating the game world to other worlds 6.        Taking risks with reduced consequences 7.        Putting out effort because they care 8.        Combining multiple identities 9.        Watching their own behavior 10.     Getting more out than what they put in 11.     Being rewarded for achievement 12.     Being encouraged to practice 13.     Having to master new skills at each level 14.     Tasks being neither too easy nor too hard. 15.     Doing, thinking and strategizing 16.     Getting to do things their own way 17.     Discovering meaning 18.     Reading in context 19.     Relating information 20.     Meshing information from multiple media 21.     Understanding how knowledge is stored 22.     Thinking intuitively 23.     Practicing in a simplified setting 24.     Being led from easy problems to harder ones 25.     Mastering upfront things needed later 26.     Repeating basic skills in many games 27.     Receiving information just when it is needed 28.     Trying rather than following instructions 29.     Applying learning from problems to later ones 30.     Thinking about the game and the real world 31.     Thinking about the game and how they learn 32.     Thinking about the games and their culture 33.     Finding meaning in all parts of the game 34.     Sharing with other players 35.     Being part of the gaming world 36.     Helping others and modifying games, in addition to just playing. Why We Learn From Games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy
    110. 110. visual selective attention multiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies & procedures use of symbols problem solving sequence learning deductive reasoning What We Learn from Games Areas various researchers claim are improved by Playing Video Games © 2004 Marc Prensky
    111. 111. What We Learn from Games (simplified) <ul><ul><li>How (to do things) </li></ul></ul><ul><ul><li>What (Rules) </li></ul></ul><ul><ul><li>Why (Strategy) </li></ul></ul><ul><ul><li>Where (Environment) </li></ul></ul><ul><ul><li>When / Whether (Ethics) </li></ul></ul>© 2004 Marc Prensky
    112. 112. “… after Joan of Arc’s victory, the entire myth of English invulnerability was destroyed.” – Alex, Age 9 © 2004 Marc Prensky © 2004 Marc Prensky
    113. 113. “ I don’t want to study Rome in high school. Heck, I build Rome every day in my online game (Caesar III).” – Colin, Age 16 © 2004 Marc Prensky © 2004 Marc Prensky
    114. 114. WE KNOW WHAT WE LEARN FROM OUR GAMES IS VALUABLE © 2004 Marc Prensky
    115. 115. <ul><li>History </li></ul><ul><li>Professional Skills </li></ul><ul><li>Resource Management </li></ul><ul><li>Math/Science </li></ul>Valuable Learning: 93% + “ Objectionable” Learning: < 7% © 2004 Marc Prensky
    116. 116. Gettysburg The New World Civilization III Pharaoh Medieval Total War Viking Invasion Rampage Across Britain Stronghold Crusader Caesar III The Age of Kings The Age of Empires The Rise of Nations Shogun Qin History Emergency Room Emergency Emergency EMT Vet Emergency Roller Coaster Tycoon Airport Tycoon Cruise Ship Tycoon Big Biz Tycoon, Roller Coaster Tycoon Mall Tycoon Startup Theme Park Tycoon Zoo Tycoon Restaurant Empire Job Simulation Resource Mgmt Business Physicus Chemicus Green Globs and Graphing Equations Math-Science Commercial-off-the-Shelf (COTS) Games Virtual Leader Trader Objection! Strategy Co-Pilot Marketing Co-Pilot Sales Co-Pilot Virtual U © 2004 Marc Prensky
    117. 117. Revolution Eyewitness Spanish Inquisition Qin Making History Tropical America Mass Balance City Planning Corporate Greed Power Politics The Political machine President Forever Quandries (Ethics) Sim Health Balance of Power Social Studies Building a Home Entertech ReaL Lives Virtual U. Incident Commander Road Quiz Streetwise Flood Ranger Park Ranger Waterbusters Job Simulation Resource Mgmt Language The Algebots The Monkey Wrench Conspiracy Environmental Detectives Supercharged Rapunsel Kinetic City Mission Max National Geographic Space Station Sim Project Connect Nitrogenius Episims Math-Science Custom Games English Taxi Listening Skills Achieve Now Slide Prospero’s Island © 2004 Marc Prensky
    118. 118. AND WE WANT SOME CREDIT and RECOGNITION FOR IT! © 2004 Marc Prensky
    119. 119. WE THINK ALL OUR LEARNING SHOULD BE AS ENGAGING AS OUR GAMES © 2004 Marc Prensky
    120. 120. WHEN IT ISN’T, WE EITHER “ PLAY SCHOOL” © 2004 Marc Prensky
    121. 121. “ We have learned to &quot;play school.&quot;   We study the right facts the night before the test so we achieve a passing grade and thus become a successful student.” – A high school student © 2004 Marc Prensky
    122. 122. … OR WE JUST TUNE YOU OUT © 2004 Marc Prensky
    123. 123. It’s not attention deficit – I’m just not listening! © 2004 Marc Prensky © 2004 Marc Prensky © 2004 Marc Prensky
    124. 124. © 2004 Marc Prensky DON'T Want to Learn Want to Learn
    125. 125. MOTIVATION IS MORE IMPORTANT FOR US THAN CONTENT! © 2004 Marc Prensky
    126. 126. DON’T BORE US! © 2004 Marc Prensky
    127. 127. “ [The Millennials] call the shots. Anyone who bores them will be getting blocked, zapped and tuned out for years to come .” – Business Week, July 12, 2004
    128. 128. WE CAN GET MOTIVATION AND ENGAGEMENT… © 2004 Marc Prensky
    129. 129. THROUGH GAME -TOOLS © 2004 Marc Prensky
    130. 130. GAME DESIGN IS CRUCIAL TO MOTIVATION AND ENGAGEMENT © 2004 Marc Prensky
    131. 131. KEY THINGS ABOUT GAME DESIGN: <ul><li>FOCUS IS ON THE USER’S ENGAGEMENT </li></ul><ul><li>DECISIONS COME REALLY FREQUENTLY </li></ul><ul><li>GAMEPLAY TRUMPS EYE CANDY! </li></ul>© 2004 Marc Prensky
    132. 132. Eye Candy © 2004 Marc Prensky
    133. 133. Gameplay! includes <ul><li>Continuous decision making </li></ul><ul><li>Good pacing </li></ul><ul><li>Complexity </li></ul><ul><li>Important choices </li></ul><ul><li>Immediate feedback </li></ul><ul><li>Adapting to the player’s skills </li></ul>© 2004 Marc Prensky
    134. 134. <ul><li>Engagement </li></ul>Focus Mode Decisions <ul><li>Frequent and important </li></ul><ul><li>Gameplay </li></ul><ul><li>Content </li></ul><ul><li>Relatively Rare </li></ul><ul><li>Presentation </li></ul>© 2004 Marc Prensky Game Design Curriculum Design
    135. 135. WHAT WE DON’T YET LEARN IN GAMES IS THE CURRICULUM, © 2004 Marc Prensky
    136. 136. But… © 2004 Marc Prensky
    137. 137. CURRICULAR GAMES ARE COMING © 2004 Marc Prensky
    138. 138. AND YOU CAN HELP US! © 2004 Marc Prensky
    139. 139. BY SUPPORTING THE DEVELOPMENT OF CURRICULAR GAME-TOOLS © 2004 Marc Prensky
    140. 140. MAKING THESE TOOLS IS NOT EASY © 2004 Marc Prensky
    141. 141. It’s ART, NOT SCIENCE © 2004 Marc Prensky
    142. 142. We CAN’T USE TRADITIONAL PEDAGOGY © 2004 Marc Prensky
    143. 143. “ Whenever you add an instructional designer, they suck the fun out ” – A Game Designer © 2004 Marc Prensky
    144. 144. GAME DESIGNERS HAVE ALREADY INSTINCTIVELY INCORPORATED THE MOST EFFECTIVE, PRAGMATIC, PEDAGOGY © 2004 Marc Prensky
    145. 145. James Paul Gee: “ What Video Games Have To Teach Us About Learning and Literacy”
    146. 146. OUR JOB IS TO COMBINE GAME PEDAGOGY WITH THE CURRICULUM © 2004 Marc Prensky
    147. 147. PLEASE HELP! © 2004 Marc Prensky
    148. 148. Today: TOOLS AND GAMES CAN ENRICH OUR CLASSES © 2004 Marc Prensky
    149. 149. Very Soon: TOOLS AND GAMES WILL REPLACE CLASSES AND TEACHERS in many situations © 2004 Marc Prensky
    150. 150. “ Beat the Game, Pass the Course” © 2004 Marc Prensky
    151. 151. Game Examples © 2004 Marc Prensky
    152. 152. “ Logical Journey of the Zoombinis” Elementary: Logical Thinking © 2004 Marc Prensky In Stores. Also: “ Lemmings” “ The Incredible Machine”
    153. 153. “ Rapunzel” Elementary: Programming © 2004 Marc Prensky From NYU www.maryflanagan.com/rapunsel
    154. 154. “ The Typing of the Dead” Middle School: Keyboarding © 2004 Marc Prensky In Stores
    155. 155. “ The ESP Game” © 2004 Carnegie-Mellon Middle School: Language From Carnegie-Mellon http://www.espgame.org/cgi-bin/login © 2004 Marc Prensky
    156. 156. “ English Taxi” Middle School: Language (ESL) From Desq http://www.desq.co.uk/ © 2004 Marc Prensky
    157. 157. “ The Algebots” © 2004 Marc Prensky Middle School: Algebra Coming, from Games2train.com and DigitalMultiplier.org http://www.games2train.com/games/algebots/thealgebots.html
    158. 158. Middle School: Science “Space Station SIM” (NASA) © 2004 Marc Prensky Coming, from GRS Games http://www.grsgames.com/products/game1/DGoals.html
    159. 159. “ Revolution” © 2004 Marc Prensky High School: Social Studies From The Education Arcade at MIT http://www.educationarcade.org/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=9&page=1
    160. 160. “ Tropical America” High School: Social Studies © 2004 Marc Prensky Available Online http://www.tropicalamerica.com/
    161. 161. “ Making History” High School: Social Studies © 2004 Marc Prensky Coming, from Muzzy Lane Software http://www.muzzylane.com/products/making-history.htm
    162. 162. “ Eyewitness” ( Nanking Massacre) High School: Social Studies © 2004 Marc Prensky Coming (free download) http://www.mic.polyu.edu.hk/nanjing/index.asp
    163. 163. “ Under Siege” (Palestinian Freedom Fighters Game) © 2004 Marc Prensky High School: Social Studies Available for download http://www.underash.net/
    164. 164. “ The Monkey Wrench Conspiracy” GAME 3 levels, save station TASKS 30 graded, w/self-evals HS: Mechanical Design © 2004 Marc Prensky Demo Copy Available http://www.games2train.com/site/html/tutor.html
    165. 165. Immune Attack (NIH) High School: Biology, Virology © 2004 Marc Prensky Design Only http://www.educationarcade.org/gtt/Virus/Intro.htm Coming Replicate (MIT)
    166. 166. “ Corporate Greed: Names, Faces and Deeds” © 2004 Marc Prensky High School: Ethics Avaliable Online. From Games2train http://www.games2train.com/games/MatchIt/MatchIt.html
    167. 167. High School: Law “Objection!” © 2004 Marc Prensky Online demo available http://www.objection.com/
    168. 168. “ Virtual Leader” (Interpersonal Relationships) High School: Business For Sale at http://www.simulearn.net/SimuLearn/simulearn_home_page.htm © 2004 Marc Prensky
    169. 169. “ Airline Tycoon” High School: Business In Stores (along with Casino Tycoon, Cruise Ship Tycoon, Big Biz Tycoon, Roller Coaster Tycoon, Mall Tycoon, Railroad Tycoon, School Tycoon, Theme Park Tycoon, Zoo Tycoon, and Restaurant Empire . ) © 2004 Marc Prensky
    170. 170. “ Start-Up,” “ Capitalism,” etc. High School: Business Available in Stores © 2004 Marc Prensky
    171. 171. “ Environmental Detectives” HS-AP: Environmental Science Available From MIT http://cms.mit.edu/games/education/Handheld/Intro.htm © 2004 Marc Prensky
    172. 172. “ Supercharged” HS-AP: Physics © 2004 Marc Prensky Available From MIT http://www.educationarcade.org/gtt/EM/Intro.htm
    173. 173. © 2004 Marc Prensky Education Health and Wellness Public Policy Military Political and Social Advertising COTS REFERENCE www.socialimpactgames.com
    174. 174. RECAP © 2004 Marc Prensky
    175. 175. WE WANT YOU TO GIVE US © 2004 Marc Prensky
    176. 176. POWERFUL © 2004 Marc Prensky
    177. 177. ENGAGING © 2004 Marc Prensky
    178. 178. 21 st CENTURY © 2004 Marc Prensky
    179. 179. TOOLS © 2004 Marc Prensky
    180. 180. 1 GIVE US HARDWARE TOOLS TO EMPOWER US © 2004 Marc Prensky © 2004 Marc Prensky
    181. 181. © 2004 Marc Prensky SUPPORT 1:1 (WITH STANDARDS) + CELL PHONE INITIATIVES © 2004 Marc Prensky
    182. 182. 2 GIVE US SOFTWARE TOOLS TO EMPOWER US © 2004 Marc Prensky © 2004 Marc Prensky
    183. 183. © 2004 Marc Prensky SUPPORT PROJECTS TO CREATE EDUCATIONAL SOFTWARE THAT TEACHES 21 ST CENTURY SKILLS © 2004 Marc Prensky
    184. 184. 3 GIVE US GAME-TOOLS TO ENGAGE US © 2004 Marc Prensky © 2004 Marc Prensky
    185. 185. © 2004 Marc Prensky SUPPORT AND ENCOURAGE GAME-TOOLS FOR LEARNING © 2004 Marc Prensky
    186. 186. “ For the first time in history, students are no longer limited by their teachers’ ability and knowledge.” – Mark Anderson © 2004 Marc Prensky © 2004 Marc Prensky
    187. 187. © 2004 Marc Prensky © 2004 Marc Prensky Digital Immigrants Digital Natives
    188. 188. E-LEARNING © 2004 Marc Prensky
    189. 189. E-NABLEMENT © 2004 Marc Prensky
    190. 190. Give us the 21 st Century Tools we need! © 2004 Marc Prensky © 2004 Marc Prensky © 2004 Marc Prensky
    191. 191. www.games2train.com www.marcprensky.com www.socialimpactgames.com www.dodgamecommunity.com www.gamesparentsteachers.com www.digitalmultiplier.org © 2004 Marc Prensky [email_address] © 2004 Marc Prensky

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