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What Creativity Looks Like

          Jesse Schell
   AIU: Envisioning the Future
Our Misson: To create the future leaders of
the entertainment technology industries
and 18
minutes!
Your Goal:
• Build the tallest free-standing structure
  possible…
• …and place the marshmallow at the top of it!
Rule #1
• Build the tallest freestanding structure: The
  winning team is the one that has the tallest
  structure measured from the tabletop surface
  to the top of the marshmallow. That means
  the structure cannot be suspended from a
  higher structure, like a chair, ceiling, or
  chandelier.
Rule #2
• The entire marshmallow must be on top: The
  entire marshmallow must be on the top of the
  structure. Cutting or eating part of the
  marshmallow disqualifies the team!
Rule #3
• Use as much or as little of the kit: The team
  can use as many or as few of the 20 spaghetti
  sticks, as much or as little of the string or tape.
  The rules and envelope cannot be part of the
  structure.
Rule #4
• Break up the spaghetti, string, or tape. Teams
  are free to break the spaghetti, and cut up the
  tape and string to create new structures.
Rule #5
• The Challenge lasts 18 minutes: Teams cannot
  hold onto the structure when the time runs
  out. Those touching or supporting the
  structure at the end of the exercise will be
  disqualified.
Any Questions?
Peter Skillman       Tom Wujec


             Inventors!
I have no special
talents, I am
only passionately
curious.
–Albert Einstein
Games Are Good At…
1) Giving the Brain What
   it Wants
  a) Visible Progress
  b) Abstract -> Concrete
  c) Full Engagement
Games Are Good At…
1) Giving the Brain What
   it Wants
2) Illustrating Complex
   Systems
Games Are Good At…
1) Giving the Brain What
   it Wants
2) Illustrating Complex
   Systems
3) Showing New POV
Games Are Good At…
1) Giving the Brain What
   it Wants
2) Illustrating Complex
   Systems
3) Showing New POV
4) Allowing Independent
   Exploration
Games Are Good At…
1) Giving the Brain What
   it Wants
2) Illustrating Complex
   Systems
3) Showing New POV
4) Allowing Independent
   Exploration
5) Creating Shared
   Experiences
Games Are Good At…
1) Giving the Brain What it
   Wants
2) Illustrating Complex
   Systems
3) Showing New POV
4) Allowing Independent
   Exploration
5) Creating Shared
   Experiences
6) Practice for Dangerous
   Situations
Games Are Good At…
1) Giving the Brain What it
   Wants
2) Illustrating Complex
   Systems
3) Showing New POV
4) Allowing Independent
   Exploration
5) Creating Shared
   Experiences
6) Creation of Teachable
   Moments
Games Are Good At…
1) Giving the Brain What it
   Wants
2) Illustrating Complex
   Systems
3) Showing New POV
4) Allowing Independent
   Exploration
5) Creating Shared
   Experiences
6) Creation of Teachable
   Moments
7) Giving Students
   Ownership of What
   They Learn
I can learn anything myself.
        School is a tool,
      but who I become
is up to me, and no one else.
Thanks!
Slides: slideshare.net/jesseschell
      Twitter: @jesseschell
 Email: jesse@schellgames.com

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AIU - What is Creativity?

  • 1. What Creativity Looks Like Jesse Schell AIU: Envisioning the Future
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8. Our Misson: To create the future leaders of the entertainment technology industries
  • 9.
  • 10.
  • 11.
  • 12.
  • 14. Your Goal: • Build the tallest free-standing structure possible… • …and place the marshmallow at the top of it!
  • 15. Rule #1 • Build the tallest freestanding structure: The winning team is the one that has the tallest structure measured from the tabletop surface to the top of the marshmallow. That means the structure cannot be suspended from a higher structure, like a chair, ceiling, or chandelier.
  • 16. Rule #2 • The entire marshmallow must be on top: The entire marshmallow must be on the top of the structure. Cutting or eating part of the marshmallow disqualifies the team!
  • 17. Rule #3 • Use as much or as little of the kit: The team can use as many or as few of the 20 spaghetti sticks, as much or as little of the string or tape. The rules and envelope cannot be part of the structure.
  • 18. Rule #4 • Break up the spaghetti, string, or tape. Teams are free to break the spaghetti, and cut up the tape and string to create new structures.
  • 19. Rule #5 • The Challenge lasts 18 minutes: Teams cannot hold onto the structure when the time runs out. Those touching or supporting the structure at the end of the exercise will be disqualified.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25. Peter Skillman Tom Wujec Inventors!
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46. I have no special talents, I am only passionately curious. –Albert Einstein
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55. Games Are Good At… 1) Giving the Brain What it Wants a) Visible Progress b) Abstract -> Concrete c) Full Engagement
  • 56. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems
  • 57. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV
  • 58.
  • 59. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV 4) Allowing Independent Exploration
  • 60. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV 4) Allowing Independent Exploration 5) Creating Shared Experiences
  • 61. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV 4) Allowing Independent Exploration 5) Creating Shared Experiences 6) Practice for Dangerous Situations
  • 62. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV 4) Allowing Independent Exploration 5) Creating Shared Experiences 6) Creation of Teachable Moments
  • 63. Games Are Good At… 1) Giving the Brain What it Wants 2) Illustrating Complex Systems 3) Showing New POV 4) Allowing Independent Exploration 5) Creating Shared Experiences 6) Creation of Teachable Moments 7) Giving Students Ownership of What They Learn
  • 64. I can learn anything myself. School is a tool, but who I become is up to me, and no one else.
  • 65. Thanks! Slides: slideshare.net/jesseschell Twitter: @jesseschell Email: jesse@schellgames.com