Transcript
Page 1: Justin Leites - The School Library as an Inspiration for Educational Games
Page 2: Justin Leites - The School Library as an Inspiration for Educational Games

“If [Tom] had been a great and wise philosopher, like the writer of this book, he would now have comprehended that Work consists of whatever a body is obliged to do, and that Play consists of whatever a body is not obliged to do.”

- Mark Twain, The Adventures of Tom Sawyer

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"Playing a game is the voluntary attempt to overcome unnecessary obstacles.“

- Bernard Suits

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Class time is a scarce resourceTeachers seek to make the best use of every minute

Per subject, less than 150 instructional hours per year.

Lot of material to cover: for instance, 37 topics included in 7th grade Common Core math standards.

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Let’s play Minecraft

(for 15 minutes)?

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Two very different use cases

Classroom Activity (analogous to school science lab)

Outside the Classroom (analogous to reading books from the school library)

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Outside the ClassroomWhy will schools invest in it?

How students spend their free time has a huge impact on academic performance (e.g. summer slide in reading)

Technology makes “library-style” investments much cheaper to deploy at scale.

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Outside the ClassroomThe sweet spot for the best educational games

• Lunchtime, school bus, home, weekends and vacations . . .

• Voluntary (because when you force someone to play, it is no longer play)

• Games which reward extended play

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Guidelines for game designers

How to succeed in the “school library” space

• Make failure fun• Offer players meaningful choices• Games should have authors & personalities• Games should be beautiful• Focus on learning rather than assessment• Build games that teachers as well as students will

want to play


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