ISAS Learning is an Epic Win February 2012

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  • Intro + positive emotions = 10Quest to Learn + Fold it = 5Evoke + Find the Future = 15The power of games to create whole-hearted engagement with difficult challenges, and the ability of online, collaborative games in particular to teach 21st century skills
  • 21st century skills of extreme scale collaboration and resilience in the face of epic challenges
  • When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  • Curiosity – what the hell is MMTW? Creativity – how do we get all the thumbs connected? Surprise – what happens when you actually try to wrestle two thumbs at once? Excitement – as people start to really try hard, or win Pride – we all mastered a new skill! Contentment – happy to be spending our time that way Awe & Wonder – MMTW is more epic than plain old TW
  • Curiosity – what the hell is MMTW? Creativity – how do we get all the thumbs connected? Surprise – what happens when you actually try to wrestle two thumbs at once? Excitement – as people start to really try hard, or win Pride – we all mastered a new skill! Contentment – happy to be spending our time that way Awe & Wonder – MMTW is more epic than plain old TW
  • Public release date: 2-Nov-2011[ Print | E-mail |   Share ] [ Close Window ] Contact: Linda Jacksonjackso67@msu.edu517-353-7207Michigan State University Video game playing tied to creativityEAST LANSING, Mich. — Both boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to new research by Michigan State University scholars.A study of nearly 500 12-year-olds found that the more kids played video games, the more creative they were in tasks such as drawing pictures and writing stories. In contrast, use of cell phones, the Internet and computers (other than for video games) was unrelated to creativity, the study found.Linda Jackson, professor of psychology and lead researcher on the project, said the study appears to be the first evidence-based demonstration of a relationship between technology use and creativity. About 72 percent of U.S. households play video or computer games, according to the Entertainment Software Association.The MSU findings should motivate game designers to identify the aspects of video game activity that are responsible for the creative effects, Jackson said."Once they do that, video games can be designed to optimize the development of creativity while retaining their entertainment values such that a new generation of video games will blur the distinction between education and entertainment," Jackson said.The researchers surveyed 491 middle-school students as part of MSU's Children and Technology Project, which is funded by the National Science Foundation. The survey assessed how often the students used different forms of technology and gauged their creativity with the widely used Torrance Test of Creativity-Figural.The Torrance test involved tasks such as drawing an "interesting and exciting" picture from a curved shape, giving the picture a title and then writing a story about it.Overall, the study found that boys played video games more than girls, and that boys favored games of violence and sports while girls favored games involving interaction with others (human or nonhuman).Yet, regardless of gender, race or type of game played, greater video game playing was the only technology to be associated with greater creativity.The study appears online in the research journal Computers in Human Behavior.
  • It’s because of how unnecessary obstacles make us feel.
  • (total here is 943)
  • Play EVOKE trailerhttp://vimeo.com/9094186
  • Urgentevoke.com
  • (trailer can be downloaded at http://dl.dropbox.com/u/10332846/Trailerv6FIXForReview.movOr viewed at http://www.youtube.com/watch?v=8HjjMv4LvbM
  • 21st century skills of extreme scale collaboration and resilience in the face of epic challenges
  • 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: slides@avantgame.com
    15. 15. 1. Get inspired by gameful schools• Quest to Learn: http://Q2l.org• RIT student achievement system: http://research.microsoft.com/apps/video/def ault.aspx?id=145734• Indiana University Gaming the Classroom project: http://gamingtheclassroom.wordpress.com/
    16. 16. 2. Tap into HASTAC competitions• Mozilla’s Open Badges infrastructure https://wiki.mozilla.org/Badges• Learning Lab winners http://www.dmlcompetition.net/Competitio n/3/winners.php?comp=ll• Winners Hubhttp://hastac.org/competitions
    17. 17. 3. Play worldchanging games• FoldIthttp://fold.it• Galaxy Zoo http://galaxyzoo.org• Canaries in a Coalmine http://www.inacoalmine.com/canaries/tryit.php• EVOKE http://urgentevoke.com• Find the Future http://game.nypl.org• World Without Oil http://worldwithoutoil.org
    18. 18. 4. Teach digital game design• Gamestar Mechanic http://gamestarmechanic.com/• Game Maker http://www.yoyogames.com/make• Game creation resources http://www.ambrosine.com/resource.html
    19. 19. 5. Make a school or town ARG!• Alternate Reality Game design for kids http://www.slideshare.net/avantgame/make- 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 http://gameful.org
    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• Minecrafthttp://minecraft.net• Minecraft in the classroom http://minecraftteacher.net/• Little Big Planet http://littlebigplanet.com• Little Big Classroom http://www.brainygamer.com/the_brainy_gamer/2011/03/ lbp-classroom.html• LBP Teacher packs http://www.1up.com/news/littlebigplanet-teach-math- 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 http://gameslearningsociety.org• Videogames and Learning: Teaching and Participatory Culture in the Digital Age http://amzn.to/tIYE4f
    25. 25. Inspire others….http://amzn.to/sKMl7E http://amzn.to/sKMl7E

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