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Video Games & Education
  How To Build A Sustainable 
    Innovation Ecosystem




   Al Meyers, Saisei Consulting
  www.reinventedsolutions.com
  Immersive Education Summit
       April 23 – 25, 2010
Is This Vision Possible?




         TED 2009 Palm Springs




                                 Property of Saisei Consulting, Inc. 2010
About Me :  Nearly 20 Years
Relevant Experience

             •   Consumer behavior analytics
             •   Kids media
 Media       •   Digital Media
Strategist   •   Organizational Behavior
             •   Extensive International Expertise 
                 (Japan, Korea, China)

             •   GameTap
             •   TedX Peachtree
Innovation   •   Atlanta Music Project
             •   Disrupting Class
             •   Past4Ward

             •   ReinventED Solutions
             •   FAS
Education    •   Kauffman
             •   Partnership for 21st Century Skills
             •   Penn Baseball Hall of Fame

                                                Property of Saisei Consulting, Inc. 2010
Efficacy of Game‐Based Learning (PBL): 
Already Proven Through Research


                Experiential 
                 Learning
                                       Inquiry‐
  Feedback                              based 
                                       Learning
               Learning 
               Outcomes
 Cooperation                       Goal Setting


                Self Efficacy


                                Property of Saisei Consulting, Inc. 2010
And We Know The Importance of 
  "Quality Time" On Task
• People persist through "non‐fun" things when playing
• Willing to work to play
• Engage in socially complex systems and interpersonal 
  interactions




   Source: Scott Rigby 2008 GDC Presentation; Jane McGonigal   Property of Saisei Consulting, Inc. 2010
And There Is Perceived Demand From 
Education
    Games or activities for student use in school                                        65%
                        Interactive lesson plans                                    59%
           Research information for student use                                    58%
                     Current events information                                   57%
                               Image collections                                  57%
Games or activities for student use out of school                               55%
 Information for own professional development                                 53%
         Online video library/exclusive content                               53%
                       Primary source materials                            50%
                         Interactive simulations                            49%
   Online video library/previously aired content                           48%
                  Student‐produced multimedia                         43%
                                       Data Sets                  39%
                      Student created websites                    38%
         Opportunitites to interact with experts                35%
                  Student submission Websites                29%
                   Non‐interactive lesson plans        20%
                     Audio on Handheld Devices       16%
                                           Blogs    15%
      Facebook, Wiki, social media communities      14%
                     Video on Handheld Devices      12%


Source: PBS and Grunwald Associates LLC, 2009                  Property of Saisei Consulting, Inc. 2010
However, Current GBL Products Have 
Not Achieved Critical Mass

      Distribution Model                                 Illustrative Examples

 Direct‐To‐Teacher

 Direct‐To‐District

 Direct‐To‐Student

 Bundled with Teacher Training

 Via 3rd Party Large Textbook 
 Publishers
                                                                          “Games to Laptops”
 Via Installed Hardware Base                                                  Initiative


 Co‐Development with School

  Source: Mayo “Bringing Game-Based Learning to Scale”            Property of Saisei Consulting, Inc. 2010
Examples of Innovative GBL Products
    Subject Areas          Illustrative Examples


  Language Learning




   Civics/Social Studies


   Financial Literacy

    Observation: None Directly Target "STEM"
                                    Property of Saisei Consulting, Inc. 2010
What Is The Problem?

             1. Schools must be redesigned 
                to become intrinsically 
                motivating environments.



2. GBL products are not being 
   deployed "disruptively."




                      3. A "Sustainable Innovation 
                         Ecosystem" must be 
                         constructed.
                                    Property of Saisei Consulting, Inc. 2010
How Do We "Intrinsically Motivate" 
Students?
  Is it this?                                       Or this?




Underlying principle of intrinsic motivation:
Sustained fun and commercial success occur
most strongly when specific intrinsic
motivational needs are satisfied by a game.
Source: Scott Rigby, Ph.D., 2007 GDC Presentation         Property of Saisei Consulting, Inc. 2010
Can GBL Be Successful While Schools 
Are Being Re‐engineered?

 Old School Design                     Utopia




           Game Requirements
           •   High production value
           •   Non‐linear, complex narratives
           •   Teacher training
           •   Assessment system
           •   Time on task
                                           Property of Saisei Consulting, Inc. 2010
We Must Deploy GBL Disruptively
Primer:  The relative economics of sustaining 
versus disruptive innovations
       Disruptive innovations create asymmetric competition
                                                       Incumbents nearly always win




                                         Performance
                    Different measure 
                     of Performance
                                                                  Performance that customers 
                                                                  can utilize or absorb

                                                                                               Time




                                         Entrants nearly always win                          Time



   Source: Disrupting Class                                                   Property of Saisei Consulting, Inc. 2010
Maybe We’re Putting The Cart Before 
The Horse?
 From the mainstream Ed Tech establishment:

 "It must fit into my comfort zone"
 "Don’t call it Edugames, call it a lab"
 "Show me how to incorporate it"
 "Must align to standards and fit into a class period"




        THIS IS CALLED "CRAMMING"
                                            Property of Saisei Consulting, Inc. 2010
The Golden Rule of Disruptive Innovation: 
Target Areas of Non‐Consumption

    Recorded           Sold to music listeners 
                       who did not attend 
     Music             concerts


                       Initially only worked for 
   Telephone           local calls

                       Focus on individual songs 
  Downloadable         versus entire albums –
                       music industry phased out 
  Digital Media        singles in 1990s

                       Project‐based learning; 
  Game‐based           eLearning;  new charter 
                       school designs; after school 
  Learning???          programs; new territories, 
                       low achievers
                                   Property of Saisei Consulting, Inc. 2010
How Do You Implement GBL in K‐12?


                       Target Non‐
                      Consumption 
                      Areas For Pilot 
                         Schools

  Approach 
 Mainstream         Suggested GBL                     Perform 
Schools When                                           Efficacy 
Conditions Are         Disruptive                     Research
  Favorable       Implementation Plan 
                        Sell To Non‐
                       Consumption 
                       Areas, Other 
                        Distribution 
                         Channels


                                         Property of Saisei Consulting, Inc. 2010
We Must Create a Sustainable
 "Innovation Ecosystem"
Definition: Innovation that lays a 
foundation for true global 
competitiveness and leadership.
     Strategic Focus 
  +  Idea Generation
  +  Translational Pathways
  +  Financial/Infrastructural/Human Capital 
  =  Innovation Ecosystem




  Source: Shirley Ann Jackson, PHD “Expediting Serendipity: Building An Innovative Ecosystem” 10/09
                                                                               Property of Saisei Consulting, Inc. 2010
Government Funding Alone Will Not Create A 
 Sustainable Innovation Ecosystem

         Old Model                                                         New Model
                                                                Economic development is a 
    Government drives                                              collaborative process
                                                                 involving government at 
  economic development 
                                                                multiple levels, companies, 
through policy decisions and                                       teaching and research 
        incentives.                                           institutions, and private sector 
                                                                       organizations. 


 Examples of Best Practices
 • South Korea (Korea Industrial Complex Corporation –
   KICOX)
 • Singapore’s National Institute of Education



  Source: Michael Porter, “Regional Competitiveness in a Global Economy,” 5/18/09 Property of Saisei Consulting, Inc. 2010
GBL Innovators Need Creative Solutions To 
  Succeed In Current Environment

Don’t Follow The Traditional Path




Use Disruptive Innovation Theory As A Roadmap




   Our Common Goal:  Get GBL On This List!
                                    Property of Saisei Consulting, Inc. 2010

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Video Games & Education: Building A Sustainable Innovation Ecosystem

  • 1. Video Games & Education How To Build A Sustainable  Innovation Ecosystem Al Meyers, Saisei Consulting www.reinventedsolutions.com Immersive Education Summit April 23 – 25, 2010
  • 2. Is This Vision Possible? TED 2009 Palm Springs Property of Saisei Consulting, Inc. 2010
  • 3. About Me :  Nearly 20 Years Relevant Experience • Consumer behavior analytics • Kids media Media  • Digital Media Strategist • Organizational Behavior • Extensive International Expertise  (Japan, Korea, China) • GameTap • TedX Peachtree Innovation • Atlanta Music Project • Disrupting Class • Past4Ward • ReinventED Solutions • FAS Education • Kauffman • Partnership for 21st Century Skills • Penn Baseball Hall of Fame Property of Saisei Consulting, Inc. 2010
  • 4. Efficacy of Game‐Based Learning (PBL):  Already Proven Through Research Experiential  Learning Inquiry‐ Feedback based  Learning Learning  Outcomes Cooperation Goal Setting Self Efficacy Property of Saisei Consulting, Inc. 2010
  • 5. And We Know The Importance of  "Quality Time" On Task • People persist through "non‐fun" things when playing • Willing to work to play • Engage in socially complex systems and interpersonal  interactions Source: Scott Rigby 2008 GDC Presentation; Jane McGonigal Property of Saisei Consulting, Inc. 2010
  • 6. And There Is Perceived Demand From  Education Games or activities for student use in school 65% Interactive lesson plans 59% Research information for student use 58% Current events information 57% Image collections 57% Games or activities for student use out of school 55% Information for own professional development 53% Online video library/exclusive content 53% Primary source materials 50% Interactive simulations 49% Online video library/previously aired content 48% Student‐produced multimedia 43% Data Sets 39% Student created websites 38% Opportunitites to interact with experts 35% Student submission Websites 29% Non‐interactive lesson plans 20% Audio on Handheld Devices 16% Blogs 15% Facebook, Wiki, social media communities 14% Video on Handheld Devices 12% Source: PBS and Grunwald Associates LLC, 2009 Property of Saisei Consulting, Inc. 2010
  • 7. However, Current GBL Products Have  Not Achieved Critical Mass Distribution Model Illustrative Examples Direct‐To‐Teacher Direct‐To‐District Direct‐To‐Student Bundled with Teacher Training Via 3rd Party Large Textbook  Publishers “Games to Laptops” Via Installed Hardware Base Initiative Co‐Development with School Source: Mayo “Bringing Game-Based Learning to Scale” Property of Saisei Consulting, Inc. 2010
  • 8. Examples of Innovative GBL Products Subject Areas Illustrative Examples Language Learning Civics/Social Studies Financial Literacy Observation: None Directly Target "STEM" Property of Saisei Consulting, Inc. 2010
  • 9. What Is The Problem? 1. Schools must be redesigned  to become intrinsically  motivating environments. 2. GBL products are not being  deployed "disruptively." 3. A "Sustainable Innovation  Ecosystem" must be  constructed. Property of Saisei Consulting, Inc. 2010
  • 10. How Do We "Intrinsically Motivate"  Students? Is it this? Or this? Underlying principle of intrinsic motivation: Sustained fun and commercial success occur most strongly when specific intrinsic motivational needs are satisfied by a game. Source: Scott Rigby, Ph.D., 2007 GDC Presentation Property of Saisei Consulting, Inc. 2010
  • 11. Can GBL Be Successful While Schools  Are Being Re‐engineered? Old School Design Utopia Game Requirements • High production value • Non‐linear, complex narratives • Teacher training • Assessment system • Time on task Property of Saisei Consulting, Inc. 2010
  • 12. We Must Deploy GBL Disruptively Primer:  The relative economics of sustaining  versus disruptive innovations Disruptive innovations create asymmetric competition Incumbents nearly always win Performance Different measure  of Performance Performance that customers  can utilize or absorb Time Entrants nearly always win Time Source: Disrupting Class Property of Saisei Consulting, Inc. 2010
  • 13. Maybe We’re Putting The Cart Before  The Horse? From the mainstream Ed Tech establishment: "It must fit into my comfort zone" "Don’t call it Edugames, call it a lab" "Show me how to incorporate it" "Must align to standards and fit into a class period" THIS IS CALLED "CRAMMING" Property of Saisei Consulting, Inc. 2010
  • 14. The Golden Rule of Disruptive Innovation:  Target Areas of Non‐Consumption Recorded  Sold to music listeners  who did not attend  Music concerts Initially only worked for  Telephone local calls Focus on individual songs  Downloadable  versus entire albums – music industry phased out  Digital Media singles in 1990s Project‐based learning;  Game‐based  eLearning;  new charter  school designs; after school  Learning??? programs; new territories,  low achievers Property of Saisei Consulting, Inc. 2010
  • 15. How Do You Implement GBL in K‐12? Target Non‐ Consumption  Areas For Pilot  Schools Approach  Mainstream  Suggested GBL  Perform  Schools When  Efficacy  Conditions Are  Disruptive  Research Favorable Implementation Plan  Sell To Non‐ Consumption  Areas, Other  Distribution  Channels Property of Saisei Consulting, Inc. 2010
  • 16. We Must Create a Sustainable "Innovation Ecosystem" Definition: Innovation that lays a  foundation for true global  competitiveness and leadership. Strategic Focus  +  Idea Generation +  Translational Pathways +  Financial/Infrastructural/Human Capital  =  Innovation Ecosystem Source: Shirley Ann Jackson, PHD “Expediting Serendipity: Building An Innovative Ecosystem” 10/09 Property of Saisei Consulting, Inc. 2010
  • 17. Government Funding Alone Will Not Create A  Sustainable Innovation Ecosystem Old Model New Model Economic development is a  Government drives  collaborative process involving government at  economic development  multiple levels, companies,  through policy decisions and  teaching and research  incentives. institutions, and private sector  organizations.  Examples of Best Practices • South Korea (Korea Industrial Complex Corporation – KICOX) • Singapore’s National Institute of Education Source: Michael Porter, “Regional Competitiveness in a Global Economy,” 5/18/09 Property of Saisei Consulting, Inc. 2010