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TIES Presentation by Gabe Zichermann on Education, Games and Gamification

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The slides from the keynote I delivered at TIES in Minneapolis in December, 2011

Published in: Education, Sports, Technology

TIES Presentation by Gabe Zichermann on Education, Games and Gamification

  1. 1. kids, games & gamification gabe zichermann @gzicherm
  2. 2. CC FLICKR.COM/COMMANDERTOM
  3. 3. CC FLICKR.COM/COMMANDERTOM
  4. 4. 1987WAS A LONG TIME AGO
  5. 5. PARTIAL CLIENT LIST
  6. 6. GAMES WILL HELP KIDS
  7. 7. WHO REALLYNEEDS HELP?
  8. 8. GAMES MAKE KIDS TOO HYPERGAMES DON’T TEACH THE RIGHT KIND OFATTENTION SKILLS - SUSTAINED, NO REWARD DR CHRISTOPHER LUCAS, NYU CHILDREN HABITUATED TO GAMES MAY FINDTHE REAL WORLD UNDERWHELMING,UNDERSTIMULATING DR. DIMITRI CHRISTAKIS, UW
  9. 9. OR, OUR WORLD IS TOO SLOW
  10. 10. MULTITASKING TO THE MAX: WOW CHAT VOICE CHAT TEXT OPERATE CHARACTER MANAGE: SHORT-TERM OBJECTIVE MANAGE: LONG-TERM OBJECTIVES MANAGE INTERRUPTSCC FLICKR.COM/THATPATTI
  11. 11. JUGGLING FORNEUROPLASTICITYMAY ET AL - 2004-2008 -- JUGGLING FOR12 WEEKS MARKEDLY INCREASES GREYMATTER. THE ACT OF LEARNING NEW THINGS ISTHE TRIGGER, NOT PERFORMANCE.MULTILINGUAL CHILDREN HAVE MORE GREYMATTER, 15% BETTER STANDARDIZED TESTPERFORMANCE OVERALL CC FLICKR.COM/EL_MOMENTO_I_SITIO_APROPIADOS
  12. 12. INCREASING FLUID INTELLIGENCESEEK NOVELTYCHALLENGE YOURSELFTHINK CREATIVELYDO THINGS THE HARD WAYNETWORK Andrea Kuszewski
  13. 13. EXPONENTIAL INCREASE IN LEARNING
  14. 14. FLYNN EFFECT: RISING IQ SINCE 1990: CRYSTALLINE INTELLIGENCE - STABLE OR FALLING FLUID INTELLIGENCE - RISING & RISING FASTER
  15. 15. GAMES ARE WIRED TO PRODUCE PLEASURE THE MOTIVATION TO PERSEVERE (IN GAMES) IS THE BRAIN SEEKING ANOTHER SURGE OF DOPAMINE -- THE FUEL OF INTRINSIC REINFORCEMENT. Judy Willis MDCC FLICKR.COM/SCOTTFIDD
  16. 16. DOPAMINE: THE WONDER DRUG
  17. 17. TRAINING
  18. 18. COLLECTIVE CHANGE IS EXPONENTIAL INDIVIDUAL CHANGE IS LINEAR COPYRIGHT TIME INC
  19. 19. DESIREMASTERY
  20. 20. DESIREINCENTIVECHALLENGEACHIEVEMENT/REWARDFEEDBACKMASTERY
  21. 21. BEHAVIOR LOOP }DESIREINCENTIVECHALLENGE SOCIALACHIEVEMENT/REWARDFEEDBACKMASTERY
  22. 22. REINVENTING THE WORLD, G-STYLE
  23. 23. Gamification is: the process of using game thinking and game mechanics to solveproblems and engage users
  24. 24. ANANTH PAI - GAMIFIED LEARNING
  25. 25. AUTOMOTIVE GAMIFICATION HONDA INSIGHT NISSAN LEAF TOYOTA PRIUS FORD FUSION
  26. 26. RYPPLE, FEEDBACK, GOALS & 360 EMPLOYEE ENGAGEMENTDUEPROPS
  27. 27. PHOTO COURTESY OF DPSTYLES FROM FLICKR
  28. 28. http://bitly.com/oZhlte
  29. 29. BARTLE’S PLAYER TYPES ACTING KILLERS ACHIEVERS PEOPLE ENVIRONMENT SOCIALIZERS EXPLORERS INTERACTING
  30. 30. STATUS
ACCESS
POWER
STUFF
  31. 31. OUR FUN FUTURE FASTER PACED REWARDS EVERYWHERE COLLABORATIVE PLAY MORE GLOBALCC FLICKR.COM/SEANDREILINGER
  32. 32. THE KIDS ARE ALRIGHT
  33. 33. CC FLICKR.COM/SEANDREILINGER
  34. 34. go play!gabe zichermann @gzicherm gamification.co

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