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David Williamson Shaffer: Epistemic Games (Paris juin 2011)
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David Williamson Shaffer: Epistemic Games (Paris juin 2011)

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Présentation donnée par David Williamson Shaffer à Paris le 22 juin 2011, dans le cadre des Rencontres Design Education, organisées par le Groupe Compas, Microsoft et Cap Digital.

Présentation donnée par David Williamson Shaffer à Paris le 22 juin 2011, dans le cadre des Rencontres Design Education, organisées par le Groupe Compas, Microsoft et Cap Digital.

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David Williamson Shaffer: Epistemic Games (Paris juin 2011) David Williamson Shaffer: Epistemic Games (Paris juin 2011) Presentation Transcript

  • Games for Mastery
  • Games for Mastery The psychology of learning matters
  • Thanks to globalization, driven by moderncommunications and other advances,workers in virtually every sector must nowface competitors who live just a mouse-click away.... Without a renewed effort tobolster the foundations of ourcompetitiveness... the nation’s childrencould face poorer prospects than theirparents and grandparents did.Rising above the gathering storm,National Academies’ Committee on Science, Engineering, and Public Policy (2006)
  • 50% of Hispanic, and African American students don’t complete high school33% of students overall leave before completing school50% left because classes were boring and irrelevant to career goals66% said school did not motivate them to work hard80% said more “real world” opportunities might have kept them in school Bridgeland et al. (2006)
  • In the digital age of global competition,learning to think means learning to think about with technology
  • In the digital age of global competition, learning to think means learning to think about complex problems that acomputer alone or a person alone cannot solve
  • What doesmastery mean?
  • Culture
  • Culture
  • Culture
  • Culture
  • Culture
  • Culture
  • Epistemic F rame
  • Games are cultures
  • The environmental factors within MMORPGs can be75% applied to enhance leadership effectiveness for the globally integrated enterprise
  • The skills and techniques of the gaming leader61% cannot be transferred directly to the leadership of the virtual corporation
  • 30 + 10 = ____Find the sum
  • BASIC SKILLSBASIC FACTS
  • We value what we can measure —Don Norman
  • We^value what we can measure
  • http://www.abcgallery.com/K/kandinsky/kandinsky45.html
  • 4.08http://www.abcgallery.com/K/kandinsky/kandinsky45.html 3.57
  • I would set up a experimental ultrafiltrationmembrane and test the surfactants.
  • First you have to set up a controlledexperiment with no carbon nanotubes.Record how membrane fouling acts upon themembrane with no carbon nanotubes. Then,slowly increase the carbon nanotubepercentage with each experiment andcompare them to the controlled experimentalong with all the experiments before it. Youshould then be able to figure out whatpercentage is most effective.
  • First you have to set up a controlledexperiment with no carbon nanotubes.Record how membrane fouling acts upon themembrane with no carbon nanotubes. Then,slowly increase the carbon nanotubepercentage with each experiment andcompare them to the controlled experimentalong with all the experiments before it. Youshould then be able to figure out whatpercentage is most effective.
  • Skills Knowledge Identity Values Epistemology
  • Skills Knowledge Identity Values Epistemology
  • Player 1: Good MorningPlayer 2: Hello everyone, is this chat with our new group now?Player 1: I think soPlayer 3: ProbablyPlayer 1: Good morning new team. I excited to work with with everyone.Player 4: heyPlayer 1: We are meeting and currently discussing our various materials.
  • Player 1: We ranked the different materials based on the device specifications and our experimental data.Player 2: And we just need to decide on the 5th team experimental device.Player 3: We looked at… how the cost changed with each matieral while controling everything elsePlayer 4: hey team, I am going to post the rankings of the membranes as a public document so everyone can see it.
  • Product
  • Professionalism Product
  • Professionalism Design Product
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Professionalism Design Product Materials
  • Trajectories of MasteryProfessionalism Design Product Materials
  • Trajectories of MasteryProfessionalism Design Product Materials
  • Trajectories of MasteryProfessionalism Design Product Materials
  • GTames toeach
  • GCames are ultures
  • GCames can create ultures of innovation
  • Professionalism Design Product Materials
  • TOheory ne
  • TOheory “learning by knowing” ne
  • TTheory wo
  • TTheory “learning by connecting” wo
  • TTheory wo
  • T T heory wohttp://epistemicgames.org
  • T T heory wohttp://epistemicgames.org
  • Professionalism Design Product Materials