KP Compass & Game Theory

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Presentation deck used at the Model Schools Conference in Orlando 2012. Presentation on KP Compass and how we use game theory to increase student engagement in our concept driven mastery system. www.kpcompass.com

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KP Compass & Game Theory

  1. 1. Game Theory High Rigor Online Accountability Content Mastery www.kpcurriculum.com/msc.html The next generation learning platform. Note: The video of this sessionNai WangFounder & President http://youtu.be/MSyObZ0OicoJonathan MajorChief Strategy Officer
  2. 2. We want to change Learning
  3. 3. Is the testing system broken?
  4. 4. Textbooks of Yesterday don’t fitwith the students of Tomorrow.
  5. 5. Technology Gap in Education Needs Picture
  6. 6. Content provided has lowaccountability, Rigor & Relevance
  7. 7. Lack of student Engagement
  8. 8. The Broken System• Broken Tests• Broken Textbooks• Low Rigor & Relevance• Lack of Student Engagement
  9. 9. = Overwhelmed Teacher
  10. 10. We Need a Revolution Picture
  11. 11. Agenda• Linear vs Non-Linear Curriculum• Classical Testing vs Concept Mastery• Show it in action• The Power of Game Theory• The Value of Data Analytics• Rigor / Relevance
  12. 12. Jon’s Story• Alternative education• Wilderness school• Public and private• International• Independent learning• The military / intelligence paradox
  13. 13. Nai’s Story• Made in Taiwan• Grew up in Chinese restaurant• ESL / ADHD• Daydreamed & Bored• Average scores• Didn’t fit the system• Video Games• Why are you listening to this kid???
  14. 14. Box? … What Box?• Rules? What rules?• Free thinking
  15. 15. Fix the System
  16. 16. Who’s here• Middle School• High School Teachers• Directors or Administrators• Models Schools• Other
  17. 17. Fixing the Curriculum• Problem 1: Most curriculum is canned• Textbooks are linear• Off the shelf lessons• Teachers love to customize but can’t
  18. 18. Fixing the Curriculum• Problem 2: A plethora of free resources• YouTube• Wikipedia• .edu• TED• Khan Academy
  19. 19. Speak Up 2011: Key Findings• 60% HS students use mobile device for schoolwork – < 30% two years ago – projected 75% by the end of 2012• 50% of parents say: “personalize instruction and extend learning” – Jumped nearly 20% in two years• 99% of students want textbooks online• 93% of parents agree• 47% of teachers currently use NO digital aides
  20. 20. Breaking the Linear Model• Disaggregate textbooks• Nonlinear units• Concept containers• Identify knowledge objects• Concept Driven Mastery
  21. 21. Personal Learning Environment• Pick and choose education• Adaptive learning modules• Mulit-source / integrated• Student-centered• Pillars of PBL
  22. 22. We’re in a rEvolution
  23. 23. Innovation is Happening• 100’s of new startups• Lots of new innovations• Government mandates for technology• Khan Academy• School of One
  24. 24. Only in Math & Science
  25. 25. Education Technology is Exciting• KP = 12 years of innovation, born from CTE• Developing solutions in non-linear subjects• System that is scalable• Organic & adapts to student & teacher• Easy to use
  26. 26. “Technology pedagogy needs to be integrated with knowledge pedagogy” Dr. Sue Gendron MSC 6/23/2012
  27. 27. Reimagining Testing
  28. 28. Problems with Tests• Teaching to the test / standards• Summative = necessary evil• High stakes does not result in retention
  29. 29. Flip the Test with ARMSAdaptive Remediation and Mastery System
  30. 30. KP Compass Demo
  31. 31. Module with Concepts
  32. 32. Abundant Assessments
  33. 33. Student Feedback
  34. 34. Class Data
  35. 35. Test Results Data
  36. 36. Teacher Dashboard
  37. 37. Student Feedback Page
  38. 38. Using Tests to Learn• Abundant Assessments• Item Response Theory• Immediate Feedback• Build Confidence• Mastery = Formative Success
  39. 39. High Rigor
  40. 40. “Quadrant A is not bad. A is essential, but it is only the beginning” Dr. Willard Daggett MSC 6/23/2012We want to take care of A – so that you can teach in D
  41. 41. www.kpcurriculum .com/msc.html• Go there to request information or ask for an account.
  42. 42. Game Theory & Gamification
  43. 43. The Video Game Generation
  44. 44. Most Education Games are Cheesy
  45. 45. Game Theory is not a Game
  46. 46. What is Game Theory?• The mathematics of human choices• Students = engagement• Teachers = efficiency• Us = improvement
  47. 47. Kromey Levels UP with knowledge!
  48. 48. Rewards & Motivation: KP Compass• Intrinsic vs Extrinsic• Funneling = Path of least resistance• Exploring = K-Bots• Leading = Knowledge Leveling• Collecting = Badges and Trophies
  49. 49. Life’s a Game• The future of Gamification – Education – Career – Social• Think FourSquare• Mozilla Badges• Achievement vs. Assessment• Games WORK!
  50. 50. We want to create an addiction To education
  51. 51. Non ScriptedThe System Just Works
  52. 52. Student Centered & Teacher Driven Let’s you FLIP out!
  53. 53. Student Centered & Teacher Driven• Increased Engagement• Teachers as Coaches – Maintain the ability to change – Organic system• Flip the Classroom• Location Free (starbucks)
  54. 54. Data and Analytics• The personalized world – SEM – Recommendations – Google Adwords – Facebook Personalization• It’s all driven by data• Data can be amazing... why not for education?
  55. 55. BIG Data• EVERYthing is tracked• KP Compass gets smarter• Predict outcomes• Target efforts• Limitless possibilities
  56. 56. Create Learning Paths• Multi-modality suggestions• Suggest education paths• Suggest career paths• Networked individuals -> Social Banding• Badging – Certification – Validation
  57. 57. This is Real World… This is Relevance
  58. 58. Measuring the OutcomesMetric Version 7 (offline) KP Compass (online) Summative Formative +Users Tested 250,000 + 10,000 +Teacher Time Per Module 12 hrs 3 hrsStudent Time Per Module 1 hr (engagement undetermined) 2-3 hr (engagement required)Avg. Tests Taken Per Module 1 7+Assessment Points 25-30 150-250Speed of Completion 1x (16 modules per semester) 3x (53 modules per semester)Retention 1 mo / 3 mo 50% / 25% 75% / 60%Competition / Game No Yes‘Big Data’ Analytics No YesTest Overlay / Predicting No Yes
  59. 59. Try it out for yourself• Smartphone or tablets• www.kpcompass.com• ICLE12• Preview new look• Take a few tests and learn
  60. 60. Vision• Revolutionize education• Change the textbook industry• Student centered / Mobile first• Create the EPIC WIN – Ray McNulty• Make learning FUN! www.kpcompass.com ICLE12
  61. 61. Demand the rEvolution Don’t settle Require more from publishers Adopt mastery
  62. 62. What to do next?• Start using our technology to create lessons• Work with KP as – Individual teacher – Partner of school district – Share your lessons• Encourage others & spread the word• www.kpcompass.com• Course Code ICLE12
  63. 63. nai@kpcurriculum.com800-701-6323 x913

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