robert torres - transforming education with gamification: the past, present and future
DESCRIPTION
The education industry is in transition - from the obvious changes being wrought at the university level to wrenching, systemic transformation at K-12 in the United States. At the same time, educators are no strangers to games and gamification -- they've long been used in the classroom. But if it's such a powerful tool, why hasn't gamification been the magic panacea that's solved all of our problems? Where is the gap between meaningful game-based interventions in education and what's happened so far? What are the bright spots, and the major roadblocks yet ahead? Join Robert Torres for this insightful look at a vision for the future of gamified education, and how we can truly leverage the potential of this powerful approach.TRANSCRIPT
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gamification summit 2013Robert Torres, phd
Bill & Melinda Gates Foundation @robjtorres
Thursday, May 2, 13
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...winding up in games
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...landscapeSay going to college (8th grade), 95%
Graduate HS, 70%
Graduate HS Ready to Succeed
in College, 20% 0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
US Low Income Students
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7,000 kids drop out of school daily
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Black and Latino youth between ages 11 -18 spend on average 13 hours daily engaged with media (Kaiser Family Foundation 2010)
57% of youth are Internet “content creators” (Lenhardt & Madden (2005). Pew/Internet and American Life project.
97% of youth are playing video games (Lenhart, A., Kahne, J., Middaugh, E., Macgill, A. R., Evans, C., & Vitak, J. (2008). Pew/Internet & American Life Project)
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...what it is about games?
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...what it is about games?
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...what it is about games?
• Games enable learning to be vs. learning about
• Games are spaces to experiment, fail, try again
• Games are immersive, designed systems
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...what it is about games?
• Games enable learning to be vs. learning about
• Games are spaces to experiment, fail, try again
• Games are immersive, designed systems
principles of good games =
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...what it is about games?
• Games enable learning to be vs. learning about
• Games are spaces to experiment, fail, try again
• Games are immersive, designed systems
principles of good games =principles of good learning
Thursday, May 2, 13
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...a quick word about systems
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goalsrules
componentscore mechanics
space3 types:
technological, social, natural
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sense of place embodied ac/on
social interplay
emo/ons sense of relevance
social learning system
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sense of place embodied ac/on
social interplay
emo/ons sense of relevance
social learning system
Thursday, May 2, 13
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...a field quickly evolving
1980s >> 2000s >> now
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focus on assessment
....imagine a day when the game is the test
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5 design requirements
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assess application of
Common Core and Next Generation Science Standards
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assess complex skills
tenacitycritical thinking
collaboration
communication
problem solving
synt
hesiz
esystems thinking
com
mun
icatio
n
systems thinking
desig
n th
inki
ng
desig
n th
inki
ng
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engagement
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immediate feedback
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Performance Data
data analytics
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masteryhig
h cognitive dema
ndhigh engagement
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Tenacity
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players solve the protein structure that could help the design of new AIDS drugs
players decode AIDS protein that stumped researchers for 15 Years in
just 3 Weeks
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groundbreaking collaboration
Pearson(Center(for(Digital(Data,(Analytics,(and(Adaptive(Learning(
Transforms learning and assessment through digital games
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...what are we learning?
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•several of the games we have funded are showing significant gains in learning when compared to traditional teaching methods
•a meta-analysis that started with over 61,000 studies, showed that “digital games are associated with significantly better cognitive competency outcomes among students, relative to other instruction comparison conditions”
early findings
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thank you
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gamification summit 2013Robert Torres, phd
Bill and Melinda Gates Foundation @robjtorres
Thursday, May 2, 13