edcrunch: shawn young, classcraft

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© Classcraft Studios Inc. GAME TO LEARN Shawn Young Founder and CEO of Classcraft

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Page 1: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

GAME TO LEARN

Shawn YoungFounder and CEO of Classcraft

Page 2: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

classcraft.com

facebook.com/classcraftgame

twitter.com/classcraftgame

PROMO CODE

edcrunch2014

Page 3: EdCrunch: Shawn Young, Classcraft

© 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/

Page 4: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

GAMES IN EDUCATION

Gamifying learning

Page 5: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

CRITICISM• Behaviorism• Simple scoring systems• Emergence of false

conclusions• Lack of fun• Competitivity

Page 6: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

BAD DESIGN,BAD EXPERIENCE

Page 7: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

CREATING EXPERIENCES

Page 8: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

GAMES AND MOTIVATION

• Extrinsic vs intrinsic motivation

• Internalisation of motivation

• Games as an internalisation process

Page 9: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

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.

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© Classcraft Studios Inc.

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© Classcraft Studios Inc.

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© Classcraft Studios Inc.

CLASSCRAFT GLOBALLY

Page 13: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

CLASSES

WARRIORS MAGES HEALERS

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© Classcraft Studios Inc.

POWERS

Page 15: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

INTERFACE

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© Classcraft Studios Inc.

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

Page 17: EdCrunch: Shawn Young, Classcraft

© Classcraft Studios Inc.

THANKS

classcraft.com

facebook.com/classcraftgame

twitter.com/classcraftgame

PROMO CODE

edcrunch2014