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ISAS Learning is an Epic Win February 2012


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ISAS Learning is an Epic Win February 2012

  1. 1. 92% of two-year olds play games!
  2. 2. 10,000 hours of gaming … … by the age of 21
  3. 3. Can games teach us to save the real world?
  4. 4. “The opposite of play isn’twork – it’s depression.”
  5. 5. 10 Positive Emotions10. Joy 5. Curiosity 9. Relief 4. Excitement 8. Love 3. Awe & Wonder 7. Surprise 2. Contentment 6. Pride 1. Creativity
  6. 6. 10 Positive Emotions10. Joy 5. Curiosity 9. Relief 4. Excitement 8. Love 3. Awe & Wonder 7. Surprise 2. Contentment 6. Pride 1. Creativity
  7. 7. EUSTRESSpositive stress
  8. 8. Game designer nominated for Nobel Peace Prize by 2023
  9. 9. 1 Billion Gamers 38 110 17187 8016 18 105 311 10 35 2 14
  10. 10. (play EVOKE trailer)
  11. 11. In 10 weeks, we enrolled 19,893 students in>130 countries
  12. 12. (play Find the Future trailer)
  13. 13. Can games teach us to save the real world?
  14. 14. 10 practical ways to bring gamer superpowers to the classroom Jane McGonigal, PhD @avantgameGET THESE SLIDES:
  15. 15. 1. Get inspired by gameful schools• Quest to Learn:• RIT student achievement system: ault.aspx?id=145734• Indiana University Gaming the Classroom project:
  16. 16. 2. Tap into HASTAC competitions• Mozilla’s Open Badges infrastructure• Learning Lab winners n/3/winners.php?comp=ll• Winners Hub
  17. 17. 3. Play worldchanging games• FoldIt• Galaxy Zoo• Canaries in a Coalmine• EVOKE• Find the Future• World Without Oil
  18. 18. 4. Teach digital game design• Gamestar Mechanic• Game Maker• Game creation resources
  19. 19. 5. Make a school or town ARG!• Alternate Reality Game design for kids an-alternate-reality-game
  20. 20. 6. Join Gameful get help• Gameful: a secret HQ for anyone who wants to change the world with games
  21. 21. 7. Celebrate superpower development• 3D spatial• hand-eye coordination (surgeons!)• history• reading• teamwork• problem-solving (trial and error)• knowledge sharing (wikis, forums, youtube demos and walkthroughs)
  22. 22. 8. Play world-building games• Minecraft• Minecraft in the classroom• Little Big Planet• Little Big Classroom lbp-classroom.html• LBP Teacher packs science
  23. 23. 9. Accommodate diverse player styles• Girls are more motivated by cooperative gaming, boys typically gravitate to competitive gaming• Everyone responds well to “personal bests” competition• Multiplayer co-op and social gaming has the broadest appeal• Girls may initially face higher cognitive load with 3D gaming and interfaces• Some players prefer exploring vs. creating
  24. 24. 10. Tap into theparticipatory teaching culture• Games & Learning Society• Videogames and Learning: Teaching and Participatory Culture in the Digital Age
  25. 25. Inspire others….