Michael Levine: Gaming Education Reform: Starting Points for a Digital Revolution


Published on

Michael Levine's presentation at the Games+Learning+Society (GLS) Conference 7.0, June 15–17, 2011.

  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Michael Levine: Gaming Education Reform: Starting Points for a Digital Revolution

  1. 1. Gaming Education ReformStarting Points for a Digital Revolution Michael H. Levine The Joan Ganz Cooney Center at Sesame Workshop Games+Learning+Society, Madison, Wisconsin June 17, 2011
  2. 2. Overview• Cooney Center Games and Learning initiatives• The Modern Family Media Ecology• Research Challenges: A Case for Games in Education• Memo to the President: 4 Planks for Reform
  3. 3. Cooney Center Games + Learning Initiatives
  4. 4. About the Cooney CenterJoan Ganz Cooney’s 1966 report to Carnegie Corporation,The Potential Uses of Television in Preschool Education “How can emerging media help children learn?”
  5. 5. Pioneering Research in Children’s Media
  6. 6. The digital age television: games?• Games are the most popular digital activity for children ages 2-14, with 85% usage among device users• 97% of American teens play computer or video games• The average child starts to play computer games at age 6, and cell phone games at age 10• 60 percent of top selling apps on iTunes education store are designed for kids under 8
  7. 7. Cooney Center Reports on Games
  8. 8. Intergenerational Game Play & LearningAimed to develop research-driven design principles forcreating intergenerational play mechanics that helpchildren learn in a variety of settings Partners • USC Game Innovation Lab • University of Michigan School of Education • The Joan Ganz Cooney Center • Corporation for Public Broadcasting
  9. 9. The New Co-Viewing: Joint MediaEngagement R&D Meeting The LIFE Center Sesame Workshop Stanford University Northwestern University The Joan Ganz Cooney Center Center for Children and Technology at EDC Center for Technology in Learning at SRI International
  10. 10. Intergenerational Play & LearningKey questions:• How can intergenerational play be intentionally designed and promoted during game play?• What behaviors are associated with intergenerational game play?• Which player dynamics attract both parents and children to play?• Which platforms and play mechanics best support intergenerational engagement?
  11. 11. Intergenerational Play & Learning• Game choice• Rules of the game• Competition• Mentoring opportunities• Influence of game type• Focus of the interaction• Mutual engagement
  12. 12. Trends
  13. 13. Intergenerational Video Game
  14. 14. Cooney Center Prizes Program2010 Cooney Center Prizes for Innovation in Childrens Media• Breakthroughs in Mobile Learning• Breakthroughs in Literacy Learning: Innovate with The Electric Company 2011 National STEM Video Game Challenge
  15. 15. Cooney Center Prizes for Innovation in Children’s Media2010 Finalists Motion Math [Motion Math Games] Since becoming a finalist in the Cooney Center Prizes, Motion Math Games released its first product, a fractions game for the iPhone in early October 2010. The team has won all sorts of accolades, including a profile in the Wall Street Journal’s Tech Blog , an Editor’s Choice Award for Excellence in Design from Children’s Technology Review, and more. An iPad app, Motion Math HD, was released in February 2011. Toontastic [Launchpad Toys] Since becoming a Prizes finalist, the team focused on completing development of Toontastic and launched their iPad app on January 18th in the iTunes store. Toontastic was was called “the first extradinary app of 2011” by USA Today in their Technology Live blog. They also received 5 stars from Common Sense Media, awarding them with “Best Creative App.” Project NOAH [Project Noah] The winner of the Cooney Center Prize for Breakthroughs in Mobile Learning has garnered a significant amount of press, recognition and distribution. Project Noah gained a partnership and investment from National Geographic. The creator was selected as the 2010 PopTech! Social Innovation Fellow and has been written about in the New York Times, Slate, and CNN. Their app is now available for both the iPhone and Android. The Next Electric Company Star [Dreamkid] Jay Schiffman collaborated with Sesame Workshop’s Electric Company team to develop his concept. The winning concept was originally an online game promoting literacy skills through role- play activities. Together with The Electric Company creative team, the idea has evolved into The Next Electric Company Star, a game that promotes the show’s connected text curriculum and encourages kids to follow through when reading.
  16. 16. National STEM Video Game Challenge2011 Winners Grand Prize: You Make Me Sick! Dan White & Dan Norton (Filament Games) Develop your own illness in an effort to make a targeted host as sick as possible. Along the way you learn about the physical structure of bacteria and viruses, as well as how they are spread. Collegiate Prize: NumberPower: Numbaland! Derek Lomas and Jeanine Sun (UC San Diego), Dixie Ching (NYU) A suite of games designed to help young learners construct a strong number sense. Professional People’s Choice Winner: Ko’s Journey Imagine Education A first-of-its-kind story-based math game that teaches the fundamental of 3rd and 4th grade math where the math makes sense in the story. Collegiate People’s Choice Winner: Green World Plump Pixel Players are city planners charged with maintaining a sustainable level of energy to their city while keeping the environment clean and free of pollution.
  17. 17. National STEM Video Game Challenge2011 Quick Pitch at The Atlantic’s Technologies in Education Forum The STEM National Video Game Challenge inspired breakthrough ideas in blending gaming and STEM topics
  18. 18. National STEM Video Game Challenge2011 Youth Prize Winners
  19. 19. The Modern Family Ecology
  20. 20. School isn’t the only place for learningSource: The LIFE Center: Stevens, R. Bransford, J. & Stevens, A., 2005
  21. 21. School isn’t the only place for learning Attitudes & Ideologies of the Culture Parents’ Work Local School System School, Home, Teachers, Parents, Peers Siblings Mass Digital Media Media Market Church, Library, Digital After-school Media Spaces Spaces The Government Neighborhood AgenciesSources: Bronfenbrenner, 1977; Takeuchi, 2011
  22. 22. The modern family ecology Quality Time, Redefined April 29, 2011
  23. 23. Research and Policy Challenges:Making a Case for Games in Ed Reform
  24. 24. National Research Council Findings (2011)More research is needed to increase understanding of:• The role of simulations and games in learning• Using them in formal and informal contexts• Using them to assess and support individualized learning• Scaling up simulations and gamesTo facilitate ongoing improvement in simulations and games forscience learning:• Form R&D partnerships to facilitate intellectual collaboration• Government agencies and foundations should consider potential benefits of providing support for such partnerships
  25. 25. Challenges to Creating Effective Digital Media• Current research efforts are fragmented and lack shared priorities and practices• Old models of R&D no longer apply to an evolving, multi- disciplinary field• Most current investments in educational technology are spent on hardware and software, rather than on training to effectively use technologies• Educational digital media rarely bridges home and school, or spans multiple grades• The public dialogue about games is often focused on their negative effects, not their potential
  26. 26. What’s Next: Memo to the President Reform Planks 2011-2016
  27. 27. Four Planks for Reform1. Modernize early childhood education2. Disrupt common standards and new assessments3. Teacher Corps for a digital and global age4. Action research using games and digital media - Ed Games for responsible parenthood - Ed Games linked to health promotion -- Ed Games for girl power (STEM) -- Ed games for global competence and mutuality
  28. 28. P1. Modernize Early Childhood Education• Break down barriers to using technology (NAEYC Technology Policy, 2011)• Normalize a child’s first digital experience• Focus on 4 key elements: – Digitize the play and learn curriculum – Design boundary crossing: connect home and school – Personalize assessment through transmedia – Bring early childhood staff into a digital learning network
  29. 29. Interconnected components drive earlychildhood education success
  30. 30. P2. New Standards and Assessments• Games that address common core standards: the next big frontier• Innovate with partners in assessment, academia and games industry (ETS, EA, Ed Arcade)• Recruit partners in Korea, Singapore and Finland
  31. 31. P3. Teacher Quality in a Digital Age• Games and simulations to prepare teachers for new learning community• Introduce a Digital Age Teacher Corps• Five thousand literacy evangelists using digital media to change lives.
  32. 32. P4. Action Research on Games for ImpactCreate Kid Innovation Clusters (KIC’s) for R&D to:• Prepare for Parenthood (What to Expect)• Advance “joint media engagement” to help close early literacy gaps (Wii R Family)• Jazz Healthy Kids (Cookie Monster Diet Line)• Inspire Girls for STEM Careers (Ga Ga-Jolie Games)• Activate Global Knowledge and Conflict Resolution (Muppet Mandarin and Muppet Diplomacy Games)
  33. 33. Our Guitar Hero: Games Are for Everyone!
  34. 34. Thank You