an innovation ecosystem for game-based learning
DESCRIPTION
The 2011 version of a talk I have given in recent years about game-based learning in K-12 education.TRANSCRIPT
Video Games & EducationBuilding A Sustainable Innovation Ecosystem
HWW Media, Telecom, Entertainment & Hospitality SummitOctober 11, 2011
A Vision Highlighting the Convergence of Video Games, 3D Visualization & Education
“A Vision for 21st Century Learning”
The Digital Native Plays Games……and Lots of Them!
500M worldwide play video games; 183M in U.S. alone!97% of boys under 18, 94% of girls under 18 report playing videogames regularly5M gamers spending 40 hours a week gaming – as much time as a full‐time job!
Source: Jane McGonigal, “Reality is Broken”
Social Games Are Dominating Consumers’ Leisure Time
Source: Challenger, Gray & Christmas (Consulting Firm)
“Gamification” is a Successful Consumer Marketing Tool
Table illustrates the interaction of basic human desires and game play. The green dots signify the primary desire a particular game mechanic fulfills, and the blue dots show the other areas that it affects.
Source: Bunchball Gamification 101 Whitepaper
“Gamification” in Digital Media
Source: Bunchball Gamification Playbook 4‐2011
“Gamification” Tackling Child Obesity
Example: Zamzee, A HopeLab Subsidiary
Research Has Shown That Games Lead To Successful Learning Outcomes
Experiential Learning
FeedbackInquiry‐based
Learning
Cooperation
Self Efficacy
Goal Setting
Learning Outcomes
However, GBL Products Have Not Reached Critical Mass
Distribution Model Illustrative Examples
Source: Mayo “Bringing Game‐Based Learning to Scale”
Direct‐To‐Teacher
Direct‐To‐District
Direct‐To‐Student
Bundled with Teacher Training
Via 3rd Party Large Textbook Publishers
Via Installed Hardware Base
Co‐Development with School
“Games to Laptops” Initiative
Some Innovative GBL Products Do Show Promise
Observation: None Directly Target "STEM"
Subject Areas Illustrative Examples
Language Learning
Civics/Social Studies
Financial Literacy
What is the Problem?
1. Schools must be redesignedto become intrinsicallymotivating environments.
2. GBL products are not beingdeployed "disruptively."
3. A "Sustainable Innovation Ecosystem" must beconstructed.
We Must Deploy GBL Disruptively
Primer: The relative economics of sustaining versus disruptiveinnovationsChristensen’s DIF significantly outpaced the Cambridge Associates10 Year Venture Capital Index!
Source: Clayton Christensen & Michael Horn, “Disrupting Class: How Disruptive Innovation Will Change The Way The World Learns”
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"
The Golden Rule of Disruptive Innovation: Target Areas of Non‐Consumption
Recorded Music
Telephone
Downloadable Digital Media
Game‐based Learning???
Sold to music listeners who did not attend concerts
Initially only worked for local calls
Focus on individual songs versus entire albums –music industry phased out singles in 1990s
Project‐based learning; eLearning; new charter school designs; after school programs; new territories, low achievers
Traditional Education Value Chain Under Market Pressure
Online Textbooks
New Entrants
New School Models, Philanthropic Support
New Political Intervention
Blended Learning Virtual Schools Major Foundations
Textbook Publishers are Partnering with and/or Buying Their Innovation
Investments Organizational Realignment Strategic Partnerships
Incumbents Do Not Create Disruptive Innovation
How Do You Implement GBL in K‐12?
Target Non‐Consumption Areas For Pilot
Schools
Perform Efficacy Research
Sell To Non‐Consumption Areas, Other Distribution Channels
Approach Mainstream Schools When Conditions Are
Favorable
Suggested GBL Disruptive
Implementation Plan
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
Government Funding Alone Will Not Create A SustainableInnovation Ecosystem
Old Model
Government drives economic development
through policy decisions and incentives.
New ModelEconomic development is a
collaborative processinvolving government at
multiple levels, companies, teaching and research
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
What Are The Implications for HWW Clients?
Encourage traditional educational publishers to take aggressive steps to create a “culture of innovation”
Venture capital fundsAutonomous “new ventures” units not held to same accountability as core businessesCreate mechanisms to cultivate and nurture entrepreneurship
Learn from Netflix, but communicate better!Turn market disruption into an opportunity, not a crisis
Target new distribution channels, new customers, new territoriesMost progressive markets are, in fact, outside the United States
Use real option theory to manage uncertainty
Any Questions??
HWW Media, Telecom, Entertainment & Hospitality SummitOctober 11, 2011