the great sweet-shop in the sky
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The Great Sweet-Shop in the Sky . David Squire Creative Director, desq. [email protected]. The Great Sweet-Shop in the Sky. e-content: mixed messages and mixed media. > Mixed Messages: e-learning > When media is the big idea > Mixed Media: PlayStation generation. - PowerPoint PPT PresentationTRANSCRIPT
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"We don't stop playing because we grow old. We grow old because we stop playing." - Oliver Wendell Holmes
The Great Sweet-Shop in the Skye-content: mixed messages and mixed media
> Mixed Messages: e-learning
> When media is the big idea
> Mixed Media: PlayStation generation
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Mixed Messages: e-learning
CBT Industry
Old school CBT educational software
eContent Industry
Nu school Edu-tainment Leisure software (games) Learning
focussed Training
Design focussed Gameplay
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Mixed Messages: e-learningCBT Industry
Government funding Not for profit Co-operative Research-led HTML
eContent Industry
Publisher/VC funded Commercial Competitive Market-led Flash/shockwave Immerse/experience Inform/Present
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‘rich interactive experiences’+‘exciting and enjoyable’ ‘engaging and relevant’+‘activity based’+‘accessible’ ‘appropriate audio, animation & graphics’+‘game-play’
want
need‘Bite-sized learning’+‘learning objects’+‘accessibility standards compliant (W3C WAI, Bobby)’+‘IMS compliant’ ‘hardware minimum specs’+‘dial-up’+‘content interworking’ ‘mapped to curriculum’+’content portability’+interoperability
‘game-play’ ‘learning lara croft’ ‘educational big-brother’aspire
Mixed Messages: e-learning
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Channel 4Learning
GridClub: Bafta award winning interactive edutainment & co-branded TV/interactive features.
When media is the big idea
Channel 4's multi-media service to schoolsSupport for Channel 4's adult educational programmeAdult interactive learning
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BBC Digital Curriculum£150 million from its licence fee income on the project over the next five years.“Interactive digital technology has the power to make a huge difference to the way we learn.”
“Our aim is to rise to the challenge of the PlayStation generation by making children’s content that is as compelling and personal as the computer games children adore.” Greg Dreg, DG BBC, Nov 1999
When media is the big idea
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Guardian Education Interactive Ltd
Learn.co.ukOnline lessons & testsRevision materials
Teaching resources based on the vast Guardian archive.
When media is the big idea
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Granada Learning
Anglia CampusLearnwise MLELetts Educational materials Pearson Education
When media is the big idea
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Consoles (PS1; PS2; Dreamcast; X-Box; N64; GameCube)
Handhelds (Gameboy; Gameboy Advance)
PC/Mac
iDTV games channels (Jambon, 2WayTV)
Mobiles
Mixed Media: PlayStation generation
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From Transforming The Way We Learn (DfES)
76%
64%
88%71%
36%
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73% of 7-29 year olds have played computer games
In the USA sales of games outnumber sales of books
"Adults, Not Kids, Now Dominate Computer-Game Market." (The Wall Street Journal April 28. 2000)
Mixed Media: PlayStation generation
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Old school: predominantly male, with console gamers 14-25, PC gamers 18-30
Nu school: The N-generation/Wired-generation – more gender balanced, greater age range, as the PlayStation-generation grow up & get jobs.Demographic for PlayStation proved to be 29-year-old males.
PS2 & Xbox aimed at late-20 and 30-something consumer
Sony wants PS2 to appeal to non-games players: entertainment unit with DVD & Internet.
Mixed Media: PlayStation generation