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Digital Winners 2013: Rolf assev digital winners

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Digital Winners 7-8 November:
Gamification of learning, Rolf Assev

Published in: Education
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Digital Winners 2013: Rolf assev digital winners

  1. 1. GAMIFICATION OF LEARNING Innovation in school November 2013 rolf@startuplab.no
  2. 2. The last 300 years have changed all industries…..
  3. 3. ….all - but one industry…..
  4. 4. Teacher Class room Books
  5. 5. 3 TIMES MORE IN FEDERAL SPENDING/STUDENT RESULTED IN ZERO INCREASE IN ACHIEVEMENT
  6. 6. Return on Education: Driving down costs while increasing access and producing better outcomes….. Deborah Quazzo
  7. 7. There must be a way
  8. 8. ”I WANT MY STUDENTS TO ENJOY LEARNING” Jean-Baptiste Huynh, Math teacher, co-founder and CEO
  9. 9. LEARNING LEARNING LEARNING LEARNING LEARNING LEARNING
  10. 10. LECTURES ARE THE WORST WAY TO LEARN… Teach others: 90 % Practice by doing: 75 % Discussion Group: 50 % Demonstration: 30 % Audio/Visual: 20 % Reading: 10 % Lectures: 5%
  11. 11. 40.000 EDUCATIONAL GAMES
  12. 12. DRAGONBOX – HOW IT WORKS
  13. 13. DRAGONBOX – HOW IT WORKS
  14. 14. DRAGONBOX – HOW IT WORKS
  15. 15. DRAGONBOX – HOW IT WORKS
  16. 16. WINNING INTERNATIONAL AWARDS
  17. 17. ALGEBRA CHALLENGE IN WASHINGTON
  18. 18. BIGGEST CHALLENGES FOR INNOVATION IN SCHOOL
  19. 19. THE PRE COMPUTER GENERATION
  20. 20. INNVOATION WILL NOT COME FROM WITHIN • No culture for failing in school • Think outside the box • Anti-for profit attitude • Innovation comes when you put people in the same room with different backgrounds and expertise
  21. 21. BIGGEST OPPORTUNITY FOR GAME BASED LEARNING
  22. 22. TRENDS • The Game Boy Generation of teachers are taking over • All schools have hardware – but lack solid content • Bring Your Own Device concept adoption by schools • VC money is looking for Ed Tech
  23. 23. WITHIN TWO YEARS – PADS HAVE TAKEN OVER FROM THE BOOKS
  24. 24. Thanks Rolf Assev Chairman and Janitor WeWantToKnow AS rolf@wewanttoknow.com

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