video games & education: how to build a sustainable innovation ecosystem

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  • 8/9/2019 Video Games & Education: How To Build A Sustainable Innovation Ecosystem

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    Video Games &Education

    How

    To

    Build

    A

    Sustainable

    InnovationEcosystem

    AlMeyers,

    Saisei

    Consulting

    www.reinventedsolutions.com

    ImmersiveEducation Summit

    April23 25,2010

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    IsThisVisionPossible?

    TED2009PalmSprings

    Property of Saisei Consulting, Inc. 2010

    http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4http://www.youtube.com/watch?v=Mirxkzkxuf4
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    AboutMe : Nearly 20YearsRelevantExperience

    Media

    Strategist

    Innovation

    Education

    Consumerbehavioranalytics

    Kidsmedia

    DigitalMedia

    OrganizationalBehavior

    ExtensiveInternationalExpertise

    (Japan,Korea,China)

    GameTap

    TedXPeachtree

    AtlantaMusicProject

    DisruptingClass

    Past4Ward

    ReinventEDSolutions

    FAS

    Kauffman

    Partnershipfor21stCenturySkills

    PennBaseball

    Hall

    of

    Fame

    Property of Saisei Consulting, Inc. 2010

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    EfficacyofGameBasedLearning(PBL):

    AlreadyProven

    Through

    Research

    ExperientialLearning

    Feedback

    Inquiry

    based

    Learning

    Cooperation

    SelfEfficacy

    Goal

    Setting

    Property of Saisei Consulting, Inc. 2010

    Learning

    Outcomes

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    AndWeKnowTheImportanceof

    "QualityTime"

    On

    Task

    Peoplepersistthrough"nonfun" thingswhenplaying

    Willingtoworktoplay

    Engageinsociallycomplexsystemsandinterpersonalinteractions

    Source: Scott Rigby 2008 GDC Presentation; Jane McGonigal Property of Saisei Consulting, Inc. 2010

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    AndThereIsPerceivedDemandFrom

    Education

    Source: PBS and Grunwald Associates LLC, 2009

    12%14%

    15%

    16%

    20%

    29%

    35%

    38%

    39%

    43%

    48%

    49%

    50%

    53%

    53%

    55%

    57%57%

    58%

    59%

    65%

    VideoonHandheldDevicesFacebook,

    Wiki,

    social

    media

    communities

    Blogs

    AudioonHandheldDevices

    Noninteractivelessonplans

    StudentsubmissionWebsites

    Opportunititesto

    interact

    with

    experts

    Studentcreatedwebsites

    DataSets

    Studentproducedmultimedia

    Onlinevideolibrary/previouslyairedcontent

    Interactivesimulations

    Primarysourcematerials

    Onlinevideolibrary/exclusive content

    Informationforownprofessionaldevelopment

    Gamesoractivitiesforstudentuseoutofschool

    ImagecollectionsCurrent

    events

    information

    Researchinformationforstudentuse

    Interactivelessonplans

    Gamesoractivitiesforstudentuseinschool

    Property of Saisei Consulting, Inc. 2010

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    However,Current GBLProducts Have

    NotAchieved Critical Mass

    DistributionModel IllustrativeExamples

    Source: Mayo Bringing Game-Based Learning to Scale

    DirectToTeacher

    DirectToDistrict

    DirectTo

    Student

    BundledwithTeacherTraining

    Via3rd

    Party

    Large

    Textbook

    Publishers

    ViaInstalledHardwareBase

    CoDevelopment with School

    Games to LaptopsInitiative

    Property of Saisei Consulting, Inc. 2010

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    ExamplesofInnovativeGBLProducts

    Observation:NoneDirectlyTarget"STEM"

    SubjectAreas IllustrativeExamples

    LanguageLearning

    Civics/SocialStudies

    FinancialLiteracy

    Property of Saisei Consulting, Inc. 2010

    http://www.youtube.com/watch?v=cvJcgel_CKwhttp://vizerra.com/en/solutions/Science-and-Educationhttp://www.flvs.net/areas/flvscourses/ConspiracyCode/Pages/default.aspxhttp://dihar_trailer_720p.mov/http://../SIEGE%202009/Eduflo_Demo.wmvhttp://www.wizworldonline.com/Parents/Index.shtml
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    WhatIsTheProblem?

    1. Schoolsmustberedesignedtobecomeintrinsicallymotivatingenvironments.

    2. GBLproducts

    are

    not

    being

    deployed"disruptively."

    3. A"SustainableInnovation

    Ecosystem"

    must

    be

    constructed.

    Property of Saisei Consulting, Inc. 2010

  • 8/9/2019 Video Games & Education: How To Build A Sustainable Innovation Ecosystem

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    HowDoWe "Intrinsically Motivate"

    Students?

    Isitthis? Orthis?

    Underlying principle ofintrinsic motivation:

    Sustained funandcommercialsuccess occurmost strongly when specific intrinsic

    motivational needs aresatisfied byagame.Source: Scott Rigby, Ph.D., 2007 GDC Presentation Property of Saisei Consulting, Inc. 2010

    http://www.time.com/time/magazine/0,9263,7601100419,00.html
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    CanGBLBeSuccessfulWhileSchools

    AreBeing

    Re

    engineered?

    OldSchoolDesign Utopia

    GameRequirements

    Highproductionvalue Nonlinear,complexnarratives

    Teacher

    training Assessmentsystem Timeontask

    Property of Saisei Consulting, Inc. 2010

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    WeMustDeployGBLDisruptively

    Source: Disrupting Class

    Primer:

    Therelative

    economics

    of

    sustaining

    versusdisruptiveinnovations

    Time

    TimeEntrantsnearlyalwayswin

    Perform

    ance

    Differentmeasure

    of

    Performance

    Incumbentsnearlyalwayswin

    Performancethatcustomerscanutilizeorabsorb

    Disruptive

    innovations

    create

    asymmetric

    competition

    Property of Saisei Consulting, Inc. 2010

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    MaybeWerePuttingTheCartBefore

    TheHorse?

    FromthemainstreamEdTechestablishment:

    "Itmustfitintomycomfortzone"

    "DontcallitEdugames,callitalab"

    "Showmehowtoincorporateit"

    "Mustaligntostandardsandfitintoaclassperiod"

    THISISCALLED"CRAMMING"Property of Saisei Consulting, Inc. 2010

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    TheGoldenRuleofDisruptiveInnovation:

    TargetAreas

    of

    Non

    Consumption

    Recorded

    Music

    Telephone

    Downloadable

    DigitalMedia

    Gamebased

    Learning???

    Soldtomusiclistenerswhodidnotattend

    concerts

    Initiallyonlyworkedforlocalcalls

    Focusonindividualsongsversusentirealbumsmusicindustryphasedout

    singlesin

    1990s

    Projectbasedlearning;eLearning; newcharterschool designs;afterschoolprograms;

    new

    territories,

    lowachieversProperty of Saisei Consulting, Inc. 2010

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    HowDoYouImplementGBLinK12?

    TargetNon

    Consumption

    AreasForPilot

    Schools

    PerformEfficacy

    Research

    SellToNon

    Consumption

    Areas,Other

    Distribution

    Channels

    Approach

    MainstreamSchoolsWhen

    ConditionsAre

    Favorable

    SuggestedGBL

    DisruptiveImplementationPlan

    Property of Saisei Consulting, Inc. 2010

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    We MustCreate aSustainable

    "InnovationEcosystem"

    Definition:Innovationthatlaysafoundationfortrueglobal

    competitivenessand

    leadership.

    Strategic Focus+ Idea Generation+ Translational Pathways+ Financial/Infrastructural/Human Capital= InnovationEcosystem

    Source: Shirley Ann Jackson, PHD Expediting Serendipity: Building An Innovative Ecosystem 10/09

    Property of Saisei Consulting, Inc. 2010

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    GovernmentFundingAloneWillNotCreateA

    Sustainable

    Innovation

    Ecosystem

    OldModel

    Government drives

    economicdevelopment

    throughpolicydecisionsand

    incentives.

    NewModelEconomicdevelopmentisa

    collaborativeprocessinvolvinggovernmentat

    multiplelevels,companies,teachingandresearch

    institutions,

    and

    private

    sector

    organizations.

    Examples ofBestPractices

    SouthKorea (Korea Industrial Complex CorporationKICOX)

    Singapores NationalInstituteofEducation

    Source: Michael Porter, Regional Competitiveness in a Global Economy, 5/18/09 Property of Saisei Consulting, Inc. 2010

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    GBLInnovatorsNeedCreativeSolutionsToSucceedInCurrentEnvironment

    DontFollowTheTraditionalPath

    OurCommonGoal: Get GBLOnThisList!

    UseDisruptiveInnovationTheoryAsARoadmap

    Property of Saisei Consulting Inc 2010