edcrunch: shawn young, classcraft
TRANSCRIPT
© Classcraft Studios Inc.
GAME TO LEARN
Shawn YoungFounder and CEO of Classcraft
© Classcraft Studios Inc.
classcraft.com
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© Classcraft Studios Inc.
STATE OF GAMING• 1 in 3 Russians play video games
• Increase of 6% every year of women (last 5 years)
• 40% of Russian MMO players have kids
• 98% of Russians older than 16 own a mobile phone
• Russia is #6 in the world in terms of mobile gaming
http://www.newzoo.com/infographics/russia-is-the-number-one-pc-gaming-country-in-the-world/http://www.nielsen.com/content/dam/corporate/uk/en/documents/Mobile-Consumer-Report-2013.pdf
http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
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GAMES IN EDUCATION
Gamifying learning
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CRITICISM• Behaviorism• Simple scoring systems• Emergence of false
conclusions• Lack of fun• Competitivity
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BAD DESIGN,BAD EXPERIENCE
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CREATING EXPERIENCES
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GAMES AND MOTIVATION
• Extrinsic vs intrinsic motivation
• Internalisation of motivation
• Games as an internalisation process
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GAMES AND MOTIVATION (2)
Need fulfilled by video games• Autonomy• Competence• Relation
Motivation in education• Perception of controlability• Perception of competence• Perception of value
Ryan, R. M., Rigby, C. S & Przybylski, A. K., (2006). The motivational pull of video games: a self-determination theory approach.
Motivation and Emotion. 30, 347-364.
Viau, R. La motivation : condition au plaisir d’apprendre et d’enseigner en contexte scolaire, 3e congrès des chercheurs en
Éducation, Bruxelles, mars 2004.
© Classcraft Studios Inc.
© Classcraft Studios Inc.
© Classcraft Studios Inc.
CLASSCRAFT GLOBALLY
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CLASSES
WARRIORS MAGES HEALERS
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POWERS
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PARTICULARITIES• School becomes a designed experienced
• Digital layer on top of real interactions
• Age and subject agnostic
• Gamifies all aspects of student life
• Persistent
• Offers significant rewards and punishments
• Favours a culture of collaboration
• Very easy to use
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THANKS
classcraft.com
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twitter.com/classcraftgame
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edcrunch2014