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© 2004 Marc Prensky Marc Prensky Secretary’s NCLB eLearning Summit July 13, 2004 Orlando FL © 2004 Marc Prensky.

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Presentation on theme: "© 2004 Marc Prensky Marc Prensky Secretary’s NCLB eLearning Summit July 13, 2004 Orlando FL © 2004 Marc Prensky."— Presentation transcript:

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2 © 2004 Marc Prensky Marc Prensky Secretary’s NCLB eLearning Summit July 13, 2004 Orlando FL © 2004 Marc Prensky

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4 in a game environmentSerious training © 2004 Marc Prensky

5 I am speaking to you today… © 2004 Marc Prensky

6 …from the point of view… © 2004 Marc Prensky

7 …of the Millennials © 2004 Marc Prensky

8 Naturally, we’ll be going at (slides available) © 2004 Marc Prensky

9 WHAT CAN YOU [Educational Policy Makers] DO FOR US? [The Millennials] © 2004 Marc Prensky

10 “Give us 21 st Century Tools!” © 2004 Marc Prensky

11 We are growing up during a VERY DIFFICULT TRANSITION © 2004 Marc Prensky

12 “For the first time in history, we are no longer limited by our teachers’ ability and knowledge.” – Mark Anderson © 2004 Marc Prensky

13 Sadly, YOU are LIMITING US © 2004 Marc Prensky

14 So we ask you, as Policy Makers To please SET US FREE ! © 2004 Marc Prensky

15 BY GIVING US THE TOOLS WE NEED © 2004 Marc Prensky

16 Today, you are so focused on CONTENT (  testing, etc.) © 2004 Marc Prensky

17 FOR MOST OF US, OUR BIGGEST NEED IS NOT BETTER CONTENT © 2004 Marc Prensky

18 WE NEED BETTER UNDERSTANDING & 21 st CENTURY SKILLS © 2004 Marc Prensky

19 E.G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game, etc. © 2004 Marc Prensky

20 OUR TEACHERS CAN PROVIDE US WITH BETTER UNDERSTANDING © 2004 Marc Prensky

21 BUT WE CAN’T GET 21 ST CENTURY SKILLS from our TEACHERS © 2004 Marc Prensky

22 THEY DON’T HAVE THEM! © 2004 Marc Prensky

23 E.G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game © 2004 Marc Prensky

24 EVEN IF YOU “RETRAIN” THEM! © 2004 Marc Prensky

25 WHY? © 2004 Marc Prensky

26 BECAUSE WE ARE THE © 2004 Marc Prensky

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28 10,000 hours Video Games 250,000 s 10,000 hours on cell phones 20,000 hours TV (incl. MTV) 500,000 commercials © 2004 Marc Prensky < 5000 hours book reading © 2004 Marc Prensky

29 2 billion ring tones per year 2 billion songs + movies per month 3 billion text messages per day © 2004 Marc Prensky

30 Conventional Speed Step-by-Step Linear Processing Text First Work-Oriented Stand-Alone © 2004 Marc Prensky

31 Our e-Life Communicating , IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data Searching Info, connections, people Analyzing SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing Coordinating Projects, workgroups, MMORPGs Evaluating Reputation systems– Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors © 2004 Marc Prensky

32 OUR TEACHERS, HOWEVER, ARE MOSTLY… © 2004 Marc Prensky

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34 TO US THEY HAVE A DIGITAL IMMIGRANT ACCENT © 2004 Marc Prensky

35 AND MOST OF THEM DON’T UNDERSTAND THE NEW TECHNOLOGIES OR EVEN THE LANGUAGE © 2004 Marc Prensky

36 Quantum entanglement Search technologies Texture mapping Steganography 3D modeling Wikis © 2004 Marc Prensky

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38 FOR A LOT OF WHAT WE NEED OUR DIGITAL IMMIGRANT TEACHERS CANNOT HELP US MUCH © 2004 Marc Prensky

39 and DIGITAL NATIVE teachers WILL NOT TRULY BE THERE © 2004 Marc Prensky

40 UNTIL WE GROW UP AND BECOME THEM! © 2004 Marc Prensky

41 So… © 2004 Marc Prensky

42 WHAT CAN YOU GIVE US? © 2004 Marc Prensky

43 WHAT DO WE DESPERATELY NEED FROM YOU? © 2004 Marc Prensky

44 WHAT YOU CAN, AND MUST, PROVIDE US WITH IS: © 2004 Marc Prensky

45 POWERFUL © 2004 Marc Prensky

46 ENGAGING © 2004 Marc Prensky

47 TOOLS © 2004 Marc Prensky

48 THAT WILL LEAD TO © 2004 Marc Prensky

49 THE UNDERSTANDING & SKILLS © 2004 Marc Prensky

50 THAT WILL E-NABLE US © 2004 Marc Prensky

51 TO GO BEYOND OUR TEACHERS’ ABILITY AND KNOWLEDGE © 2004 Marc Prensky

52 AND TO SUCCEED IN THE 21 ST CENTURY © 2004 Marc Prensky

53 POWERFUL © 2004 Marc Prensky

54 ENGAGING © 2004 Marc Prensky

55 TOOLS © 2004 Marc Prensky

56 E-LEARNING E-NABLEMENT © 2004 Marc Prensky

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58 Out of School we are EMPOWERED © 2004 Marc Prensky

59 “Whenever I go to school I have to ‘power down’” – a high school kid © 2003 Marc Prensky © 2004 Marc Prensky

60 GOOD TOOLS EMPOWER US AS LEARNERS © 2004 Marc Prensky

61 “On the Internet you can play games, you can check your mail, you can talk to your friends, you can buy things, and you can look up things that you really like.” – A High School Student © 2004 Marc Prensky Yahoo Born to be Wired Conference

62 The e-Life Communicating , IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3D chat rooms, dating Collecting mp3, video, sensor data Searching Info, connections, people Analyzing SETI, drug molecules Reporting Moblogs, photos Programming Open systems, mods search Socializing Learning social behavior, influence Growing Up Exploring, transgressing Coordinating Projects, workgroups, MMORPGs Evaluating Reputation systems– Epinions, Amazon, Slashdot Gaming Solo, 1-on-1, small & large groups Learning About stuff that interests them Evolving Peripheral, emergent behaviors © 2004 Marc Prensky

63 POWERED By Our INTERESTS © 2004 Marc Prensky

64 What’s different about our new technology is that it is programmable. – Alan Kay © 2004 Marc Prensky

65 What we put into the Internet is much more important to us than what we take out of it. – Tim Berners-Lee © 2004 Marc Prensky

66 We are producing as much as we are consuming – perhaps more. – JC Herz © 2004 Marc Prensky

67 If we don’t make it ourself, it’s not fun. – Stuart Bonn, Former VP at EA, now VP Fun, There © 2004 Marc Prensky

68 The most important things to remember are: multi-player creative collaborative challenging competitive – a high school student © 2004 Marc Prensky

69 HERE’S HOW YOU CAN EMPOWER US © 2004 Marc Prensky

70 1 GIVE US THE HARDWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky

71 EMPOWERMENT MEANS HAVING OUR OWN COMPUTER © 2004 Marc Prensky

72 GET US TO 1:1 ASAP © 2004 Marc Prensky

73 BUT… © 2004 Marc Prensky

74 DO IT RIGHT! © 2004 Marc Prensky

75 BE SURE THERE IS CONSISTENCY AND MINIMUM STANDARDS! © 2004 Marc Prensky

76 “Project Inkwell” © 2004 Marc Prensky

77 SCHOOL COMPUTERS NOT RANDOM BUSINESS COMPUTERS © 2004 Marc Prensky

78 WITH BASIC MINIMUMS FOR RUGGEDNESS POWER GRAPHICS SCREEN SIZE ETC. © 2004 Marc Prensky

79 … in our pockets! Help us take advantage of the computers we already have… © 2003 Marc Prensky

80 DON’T BAN OUR CELL PHONES © 2004 Marc Prensky

81 MAKE THEM LEARNING TOOLS © 2004 Marc Prensky

82 Always in our pocket Powerful and inexpensive Communication-first devices Full-featured e.g. Cameras, GPS, internet Easy to download content into Open to external input & output CELL PHONES ARE: Missing: Imagination & Funding © 2004 Marc Prensky

83 2 GIVE US THE SOFTWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky

84 YOU SHOULD BE DOING INFINITELY MORE FOR SOFTWARE © 2004 Marc Prensky

85 IT IS A NATIONAL SCANDAL THAT WE HAVE NOT DEVELOPED SOFTWARE THAT… © 2004 Marc Prensky

86 …TEACHES ALL KIDS TO READ BEFORE THEY ENTER FIRST GRADE © 2004 Marc Prensky

87 …TEACHES ALL HIGH SCHOOL STUDENTS ALGEBRA © 2004 Marc Prensky

88 WE CAN’T RELY ON THE MARKETPLACE TO PROVIDE THE BEST EDUCATIONAL SOFTWARE © 2004 Marc Prensky

89 We need a “MANHATTAN PROJECT” For KEY EDUCATIONAL SOFTWARE TOOLS © 2004 Marc Prensky

90 EXAMPLES: Tools for: Teaching the basic subjects Creating persuasive arguments Enabling effective communication Building common databases Sharing points of view © 2004 Marc Prensky

91 EMPOWER US TO BUILD THEM © 2004 Marc Prensky

92 “Hidden Agenda” © 2004 Marc Prensky

93 TOOLS MUST BE NOT ONLY POWERFUL BUT ALSO ENGAGING © 2004 Marc Prensky

94 WE ARE NOT “ADD” BUT “EOE” © 2004 Marc Prensky

95 ENGAGE ME Or ENRAGE ME © 2004 Marc Prensky

96 HOW CAN YOU MAKE OUR SOFTWARE TOOLS ENGAGING? © 2004 Marc Prensky

97 DUH! (A TECHNICAL TERM) © 2004 Marc Prensky

98 WHAT ENGAGES US? © 2004 Marc Prensky

99 GAMES! © 2004 Marc Prensky

100 So Use GAMES © 2004 Marc Prensky

101 As LEARNING TOOLS! © 2004 Marc Prensky

102 3 GIVE US GAME-TOOLS TO ENGAGE US © 2004 Marc Prensky

103 WE KNOW GAMES PRODUCE LEARNING WITH ENGAGEMENT © 2004 Marc Prensky

104 WE WANT TO LEARN WITH ENGAGEMENT ALL THE TIME © 2004 Marc Prensky

105 WE WANT GAMES NOT BECAUSE THEY ARE GAMES, BUT BECAUSE THEY’RE THE MOST ENGAGING INTELLECTUAL THING WE HAVE… © 2004 Marc Prensky

106 …AND WE KNOW HOW MUCH WE LEARN FROM THEM! © 2004 Marc Prensky

107 IN FACT, LEARNING IS THE BIG SECRET REASON WE PLAY GAMES! © 2004 Marc Prensky

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109 Why Games Engage Us Fun Play Rules Goals Interactive Outcomes & Feedback Adaptive Win states Conflict, competition Problem solving Interaction with people Representation & Story  Enjoyment and Pleasure  Intense involvement  Structure  Motivation  Doing  Learning  Flow  Ego Gratification  Adrenaline  Creativity  Social Groups  Emotion © 2004 Marc Prensky

110 1. Doing and reflecting 2. Appreciating good design 3. Seeing interrelationships 4. Mastering game language 5. Relating the game world to other worlds 6. Taking risks with reduced consequences 7. Putting out effort because they care 8. Combining multiple identities 9. Watching their own behavior 10. Getting more out than what they put in 11. Being rewarded for achievement 12. Being encouraged to practice 13. Having to master new skills at each level 14. Tasks being neither too easy nor too hard. 15. Doing, thinking and strategizing 16. Getting to do things their own way 17. Discovering meaning 18. Reading in context 19. Relating information 20. Meshing information from multiple media 21. Understanding how knowledge is stored 22. Thinking intuitively 23. Practicing in a simplified setting 24. Being led from easy problems to harder ones 25. Mastering upfront things needed later 26. Repeating basic skills in many games 27. Receiving information just when it is needed 28. Trying rather than following instructions 29. Applying learning from problems to later ones 30. Thinking about the game and the real world 31. Thinking about the game and how they learn 32. Thinking about the games and their culture 33. Finding meaning in all parts of the game 34. Sharing with other players 35. Being part of the gaming world 36. Helping others and modifying games, in addition to just playing. Why We Learn From Games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy

111 visual selective attention multiple task processing rule understanding strategy morality ethics identity flow traditional literacy digital literacy new media literacy concentration social skills stress relief scientific thinking intellectual development affective development social development transfer comprehension skills academic skills strategies & procedures use of symbols problem solving sequence learning deductive reasoning What We Learn from Games Areas various researchers claim are improved by Playing Video Games © 2004 Marc Prensky

112 What We Learn from Games (simplified) How (to do things) What (Rules) Why (Strategy) Where (Environment) When / Whether (Ethics) © 2004 Marc Prensky

113 “…after Joan of Arc’s victory, the entire myth of English invulnerability was destroyed.” – Alex, Age 9 © 2004 Marc Prensky

114 “I don’t want to study Rome in high school. Heck, I build Rome every day in my online game (Caesar III).” – Colin, Age 16 © 2004 Marc Prensky

115 WE KNOW WHAT WE LEARN FROM OUR GAMES IS VALUABLE © 2004 Marc Prensky

116 History Professional Skills Resource Management Math/Science Valuable Learning: 93% + “Objectionable” Learning: < 7% © 2004 Marc Prensky

117 Gettysburg The New World Civilization III Pharaoh Medieval Total War Viking Invasion Rampage Across Britain Stronghold Crusader Caesar III The Age of Kings The Age of Empires The Rise of Nations Shogun Qin History Emergency Room Emergency Emergency EMT Vet Emergency Roller Coaster Tycoon Airport Tycoon Cruise Ship Tycoon Big Biz Tycoon, Roller Coaster Tycoon Mall Tycoon Startup Theme Park Tycoon Zoo Tycoon Restaurant Empire Job Simulation Resource Mgmt Business Physicus Chemicus Green Globs and Graphing Equations Math-Science Commercial-off-the-Shelf (COTS) Games Virtual Leader Trader Objection! Strategy Co-Pilot Marketing Co-Pilot Sales Co-Pilot Virtual U © 2004 Marc Prensky

118 Revolution Eyewitness Spanish Inquisition Qin Making History Tropical America Mass Balance City Planning Corporate Greed Power Politics The Political machine President Forever Quandries (Ethics) Sim Health Balance of Power Social Studies Building a Home Entertech ReaL Lives Virtual U. Incident Commander Road Quiz Streetwise Flood Ranger Park Ranger Waterbusters Job Simulation Resource Mgmt Language The Algebots The Monkey Wrench Conspiracy Environmental Detectives Supercharged Rapunsel Kinetic City Mission Max National Geographic Space Station Sim Project Connect Nitrogenius Episims Math-Science Custom Games English Taxi Listening Skills Achieve Now Slide Prospero’s Island © 2004 Marc Prensky

119 AND WE WANT SOME CREDIT and RECOGNITION FOR IT! © 2004 Marc Prensky

120 WE THINK ALL OUR LEARNING SHOULD BE AS ENGAGING AS OUR GAMES © 2004 Marc Prensky

121 WHEN IT ISN’T, WE EITHER “PLAY SCHOOL” © 2004 Marc Prensky

122 “We have learned to "play school." We study the right facts the night before the test so we achieve a passing grade and thus become a successful student.” – A high school student © 2004 Marc Prensky

123 …OR WE JUST TUNE YOU OUT © 2004 Marc Prensky

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126 MOTIVATION IS MORE IMPORTANT FOR US THAN CONTENT! © 2004 Marc Prensky

127 DON’T BORE US! © 2004 Marc Prensky

128 “[The Millennials] call the shots. Anyone who bores them will be getting blocked, zapped and tuned out for years to come.” – Business Week, July 12, 2004

129 WE CAN GET MOTIVATION AND ENGAGEMENT… © 2004 Marc Prensky

130 THROUGH GAME -TOOLS © 2004 Marc Prensky

131 GAME DESIGN IS CRUCIAL TO MOTIVATION AND ENGAGEMENT © 2004 Marc Prensky

132 KEY THINGS ABOUT GAME DESIGN: FOCUS IS ON THE USER’S ENGAGEMENT DECISIONS COME REALLY FREQUENTLY GAMEPLAY TRUMPS EYE CANDY! © 2004 Marc Prensky

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134 includes Continuous decision making Good pacing Complexity Important choices Immediate feedback Adapting to the player’s skills © 2004 Marc Prensky

135 Engagement Game Design Curriculum Design Focus Mode Decisions Frequent and important Gameplay Content Relatively Rare Presentation © 2004 Marc Prensky

136 WHAT WE DON’T YET LEARN IN GAMES IS THE CURRICULUM, © 2004 Marc Prensky

137 But… © 2004 Marc Prensky

138 CURRICULAR GAMES ARE COMING © 2004 Marc Prensky

139 AND YOU CAN HELP US! © 2004 Marc Prensky

140 BY SUPPORTING THE DEVELOPMENT OF CURRICULAR GAME-TOOLS © 2004 Marc Prensky

141 MAKING THESE TOOLS IS NOT EASY © 2004 Marc Prensky

142 It’s ART, NOT SCIENCE © 2004 Marc Prensky

143 We CAN’T USE TRADITIONAL PEDAGOGY © 2004 Marc Prensky

144 “Whenever you add an instructional designer, they suck the fun out” – A Game Designer © 2004 Marc Prensky

145 GAME DESIGNERS HAVE ALREADY INSTINCTIVELY INCORPORATED THE MOST EFFECTIVE, PRAGMATIC, PEDAGOGY © 2004 Marc Prensky

146 James Paul Gee: “What Video Games Have To Teach Us About Learning and Literacy”

147 OUR JOB IS TO COMBINE GAME PEDAGOGY WITH THE CURRICULUM © 2004 Marc Prensky

148 PLEASE HELP! © 2004 Marc Prensky

149 Today: TOOLS AND GAMES CAN ENRICH OUR CLASSES © 2004 Marc Prensky

150 Very Soon: TOOLS AND GAMES WILL REPLACE CLASSES AND TEACHERS in many situations © 2004 Marc Prensky

151 “Beat the Game, Pass the Course” © 2004 Marc Prensky

152 Game Examples © 2004 Marc Prensky

153 “Logical Journey of the Zoombinis” Elementary: Logical Thinking © 2004 Marc Prensky In Stores. Also: “Lemmings” “The Incredible Machine”

154 “Rapunzel” Elementary: Programming © 2004 Marc Prensky From NYU

155 “The Typing of the Dead” Middle School: Keyboarding © 2004 Marc Prensky In Stores

156 “The ESP Game” © 2004 Carnegie-Mellon Middle School: Language From Carnegie-Mellon © 2004 Marc Prensky

157 “English Taxi” Middle School: Language (ESL) From Desq © 2004 Marc Prensky

158 “The Algebots” © 2004 Marc Prensky Middle School: Algebra Coming, from Games2train.com and DigitalMultiplier.org

159 Middle School: Science “Space Station SIM” (NASA) © 2004 Marc Prensky Coming, from GRS Games

160 “Revolution” © 2004 Marc Prensky High School: Social Studies From The Education Arcade at MIT

161 “Tropical America” High School: Social Studies © 2004 Marc Prensky Available Online

162 “Making History” High School: Social Studies © 2004 Marc Prensky Coming, from Muzzy Lane Software

163 “Eyewitness” ( Nanking Massacre) High School: Social Studies © 2004 Marc Prensky Coming (free download)

164 “Under Siege” (Palestinian Freedom Fighters Game) © 2004 Marc Prensky High School: Social Studies Available for download

165 “The Monkey Wrench Conspiracy” GAME 3 levels, save station TASKS 30 graded, w/self-evals HS: Mechanical Design © 2004 Marc Prensky Demo Copy Available

166 Immune Attack (NIH) High School: Biology, Virology © 2004 Marc Prensky Design Only Coming Replicate (MIT)

167 “Corporate Greed: Names, Faces and Deeds” © 2004 Marc Prensky High School: Ethics Avaliable Online. From Games2train

168 High School: Law “Objection!” © 2004 Marc Prensky Online demo available

169 “Virtual Leader” (Interpersonal Relationships) High School: Business For Sale at © 2004 Marc Prensky

170 “Airline Tycoon” High School: Business In Stores (along with Casino Tycoon, Cruise Ship Tycoon, Big Biz Tycoon, Roller Coaster Tycoon, Mall Tycoon, Railroad Tycoon, School Tycoon, Theme Park Tycoon, Zoo Tycoon, and Restaurant Empire. ) © 2004 Marc Prensky

171 “Start-Up,” “Capitalism,” etc. High School: Business Available in Stores © 2004 Marc Prensky

172 “Environmental Detectives” HS-AP: Environmental Science Available From MIT © 2004 Marc Prensky

173 “Supercharged” HS-AP: Physics © 2004 Marc Prensky Available From MIT

174 © 2004 Marc Prensky Education Health and Wellness Public Policy Military Political and Social Advertising COTS REFERENCE

175 RECAP © 2004 Marc Prensky

176 WE WANT YOU TO GIVE US © 2004 Marc Prensky

177 POWERFUL © 2004 Marc Prensky

178 ENGAGING © 2004 Marc Prensky

179 21 st CENTURY © 2004 Marc Prensky

180 TOOLS © 2004 Marc Prensky

181 1 GIVE US HARDWARE TOOLS TO EMPOWER US © 2004 Marc Prensky

182 SUPPORT 1:1 (WITH STANDARDS) + CELL PHONE INITIATIVES © 2004 Marc Prensky

183 2 GIVE US SOFTWARE TOOLS TO EMPOWER US © 2004 Marc Prensky

184 SUPPORT PROJECTS TO CREATE EDUCATIONAL SOFTWARE THAT TEACHES 21 ST CENTURY SKILLS © 2004 Marc Prensky

185 3 GIVE US GAME-TOOLS TO ENGAGE US © 2004 Marc Prensky

186 SUPPORT AND ENCOURAGE GAME-TOOLS FOR LEARNING © 2004 Marc Prensky

187 “For the first time in history, students are no longer limited by their teachers’ ability and knowledge.” – Mark Anderson © 2004 Marc Prensky

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189 E-LEARNING © 2004 Marc Prensky

190 E-NABLEMENT © 2004 Marc Prensky

191 Give us the 21 st Century Tools we need! © 2004 Marc Prensky

192 © 2004 Marc Prensky © 2004 Marc Prensky


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