Presentation is loading. Please wait.

Presentation is loading. Please wait.

Marc Prensky i + i Conference November 23, 2005 Lunteren, The Netherlands © 2005 Marc Prensky.

Similar presentations


Presentation on theme: "Marc Prensky i + i Conference November 23, 2005 Lunteren, The Netherlands © 2005 Marc Prensky."— Presentation transcript:

1

2 Marc Prensky marc@games2train.com www.marcprensky.com i + i Conference November 23, 2005 Lunteren, The Netherlands © 2005 Marc Prensky

3 © 2003 Marc Prensky © 2005 Marc Prensky

4 My New Book: © 2005 Marc Prensky

5 in a game environmentSerious training © 2003 Marc Prensky© 2005 Marc Prensky

6 In K-12: Current Projects Chemistry Game (MeCHeM) FL, LA Virtual Schools Courses Algebra Game (The Algebots) Cell Phone Games Reading Teacher

7 Three Games: 1. Spot the “ums” 2. Count the slides 3. Find what’s wrong © 2005 Marc Prensky

8 Sky Takemura-Sora Prensky b. April 26, 2005

9 “ENGAGE ME or ENRAGE ME” © 2005 Marc Prensky

10 Or… © 2005 Marc Prensky

11 Giving Our Students What They Need To Succeed! © 2005 Marc Prensky

12 in a 21 st century world… © 2005 Marc Prensky

13 …BEFORE the end of the 21 st century! © 2005 Marc Prensky

14 What if we don’t?

15 © 2005 Marc Prensky

16 But that’s not a 21 st century problem!

17 © 2005 Marc Prensky This is: Exponential Growth

18 © 2005 Marc Prensky NOBODY gets this

19 © 2005 Marc Prensky IT power is doubling every year

20 © 2005 Marc Prensky Yahoo Google CD mp3 Walkman iPod Gen1 Gen2 And switching is instantaneous

21 © 2005 Marc Prensky By the year 2040, how many times more powerful will IT be than it is today? Question !

22 © 2005 Marc Prensky A 10,000 B 100,000 C 1,000,000 D 1,000,000,000 How many times more powerful?

23 © 2005 Marc Prensky By 2040, technology will be 1 billion times more powerful than today!

24 © 2005 Marc Prensky CHANGE TIME Our Lives We are here © 2005 Marc Prensky

25 CHANGE TIME Our Kids’ Lives © 2005 Marc Prensky

26 We’ll be dead…

27 © 2005 Marc Prensky But the kids we are schooling today will be very much alive

28 © 2005 Marc Prensky So we’d better prepare them!

29 I’ll be going at (slides will be available) © 2005 Marc Prensky

30 Engagement © 2005 Marc Prensky

31 Engagement (= motivation, passion) © 2005 Marc Prensky

32 “Without motivation there is no learning” – James Paul Gee © 2005 Marc Prensky

33 “If a learner is motivated, there’s no stopping him [or her]” – Will Wright © 2005 Marc Prensky

34 “Learning comes from passion, not discipline” – Nicholas Negroponte © 2005 Marc Prensky

35 What percent of the world’s population is under 25? © 2005 Marc Prensky Question 2

36 © 2005 Marc Prensky A 20 percent B 30 percent C 40 percent D 50 percent Percentage Under Age 25?

37 % Under 25? 50% © 2005 Marc Prensky

38 What percentage of our teachers are under 25? © 2005 Marc Prensky Question 3

39 What percentage of people in this room are under 25? © 2005 Marc Prensky Question 4

40 1.The world is changing 2. Students are changing 3. Engagement is Changing Why educators are having problems: © 2003 Marc Prensky © 2005 Marc Prensky

41 Today’s younger learners are NOT the ones our systems (and teachers) were designed and trained to teach! © 2003 Marc Prensky © 2005 Marc Prensky

42 Today’s Students are different

43 10,000 hours Video Games 250,000 emails 10,000 hours on cell phones 20,000 hours TV (incl. MTV) 500,000 commercials < 5,000 hours book reading © 2005 Marc Prensky Why?

44 2 billion ring tones per year 2 billion songs per month 3 billion text messages per day © 2005 Marc Prensky

45 “Brains like ours alter profoundly to fit the technologies and practices that surround them.” - Andy Clark Director, Cognitive Sciences Program. Indiana University © 2005 Marc Prensky

46 Conventional Speed Step-by-Step Linear Processing Text First Work-Oriented Stand-Alone © 2005 Marc Prensky

47 “Students are not just using technology differently today, but are approaching their life and their daily activities differently because of the technology.” --Net Day “Speak-up Day” Summary © 2005 Marc Prensky

48 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 © 2005 Marc Prensky REFERENCE

49 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 © 2005 Marc Prensky

50

51 Printing out our e-mails E-mailing at all! No instant messaging Not Going to the Internet First Perfect instead of “good enough” Thinking “Real Life” happens only off-line Learning as Work We have a “Digital Immigrant Accent” © 2005 Marc Prensky

52 “Learning Takes Work” © 2005 Marc Prensky Yes? / No?

53 Yes, Learning takes Effort, but © 2005 Marc Prensky

54 Effort for learning can FEEL LIKE WORK Effort for learning can FEEL LIKE PLAY OR © 2005 Marc Prensky

55 Learning feels like play when you have ENGAGEMENT = Motivation, passion © 2005 Marc Prensky

56 Today’s kids UNDERSTAND ENGAGEMENT © 2005 Marc Prensky

57 When I was a kid IT WAS BORING © 2005 Marc Prensky

58 Where did you go? “OUT” What did you do? “NOTHING” Where did you go? “OUT” What did you do? “NOTHING” In my youth, this book was famous: © 2005 Marc Prensky

59 Today’s kids GO ONLINE © 2005 Marc Prensky

60 “I could have nothing to do and I can always find something on the Internet.” – A High School Student © 2005 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 © 2005 Marc Prensky Yahoo Born to be Wired Conference

62 The e-Life Communicating email, 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 © 2005 Marc Prensky REFERENCE

63 Today’s kids KNOW WHAT ENGAGEMENT FEELS LIKE © 2005 Marc Prensky

64 They want to Feel engaged all the time © 2005 Marc Prensky

65 Especially In School! © 2005 Marc Prensky

66 But for most kids today, school is BORING

67 © 2005 Marc Prensky It feels like we’re putting depressants in their lunches!

68 “Whenever I go to school I have to ‘power down’” – a high school kid © 2003 Marc Prensky© 2005 Marc Prensky

69 For today’s kids to learn, ENGAGEMENT Is MORE IMPORTANT than Content © 2005 Marc Prensky

70 Why?

71 Content won’t help kids continue to learn, but ENGAGEMENT WILL! © 2005 Marc Prensky

72 Outside of school…

73 © 2005 Marc Prensky Today’s Young Learners are Empowered

74 “What people put into the Internet is much more important to them than what they take out of it.” – Tim Berners-Lee © 2005 Marc Prensky

75 “Kids want to put their own mark on the site.” – Deborah Schwartz, MOMA © 2005 Marc Prensky

76 Today’s Young Learners have Tools

77 What’s different about the new technology is that it is programmable. – Alan Kay © 2005 Marc Prensky

78 Today’s Young Learners Embrace Complexity

79 “[They are] living in dataspace, begging to handle more simultaneous data streams than their parents ever imagined.” -- Beck and Wade: Got Game © 2005 Marc Prensky

80 Today’s Young Learners are Hands-On

81 “I don’t want to study Rome in high school. Hell, I build Rome every day in my online game (Caesar III).” – Colin, Age 16 © 2005 Marc Prensky

82 “Players are producing as much as they are consuming – perhaps more.” – JC Herz © 2005 Marc Prensky

83 Today’s Young Learners want things to be Fun

84 “Fun is the act of mastering a problem mentally.” -- Rafe Kotter: A Theory of Fun © 2005 Marc Prensky

85 Today’s students are NOT “ADD” but rather “EOE” © 2005 Marc Prensky

86 “ENGAGE ME or ENRAGE ME” © 2005 Marc Prensky

87 True for All Our Students

88 © 2005 Marc Prensky They ALL lack ENGAGEMENT

89 © 2005 Marc Prensky The “Want to Learn” Students

90 “[Today’s learners] are no longer limited by their teachers’ ability and knowledge.” – Mark Anderson © 2005 Marc Prensky

91 engaging, powerful tools Need:

92 © 2005 Marc Prensky The “Play School” Students

93 “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

94 © 2005 Marc Prensky engaging, powerful tools + engaging challenges Need:

95 © 2005 Marc Prensky The “Tune Us Out” Students

96 © 2005 Marc Prensky

97 engaging, powerful tools + engaging challenges + engaging methods Need:

98 Kids Are Looking for 21 st Century Skills… Programming Knowledge filtering Using their connectivity Maximizing their hardware © 2005 Marc Prensky

99 …and 21 st century Knowledge… Nanotechnology Bioethics Genetic Medicine Neuroscience © 2005 Marc Prensky

100 …delivered in a 21st century way! Powerful Portable Customizable 1 : 1 © 2005 Marc Prensky

101 And their schools don’t have them! © 2005 Marc Prensky

102 They don’t even THINK about them! © 2005 Marc Prensky

103 “The cookies on my daughter’s computer know more about her interests than her teachers do.” – Henry Kelly, President, FAS © 2005 Marc Prensky

104 Still… © 2005 Marc Prensky

105 …21 st century learning… © 2005 Marc Prensky

106 …has already started. © 2005 Marc Prensky

107 Our kids are already learning in new ways… © 2005 Marc Prensky

108 …and the so-called “Learning Revolution”… © 2005 Marc Prensky

109 …where highly motivated kids learn on their own… © 2005 Marc Prensky

110 …is already happening… © 2005 Marc Prensky

111 …outside of school… © 2005 Marc Prensky

112 …without us! © 2005 Marc Prensky

113 What do people interested in providing 21 st century education do? © 2005 Marc Prensky

114 “Avoid the schools!” – Butch Rosser MD © 2005 Marc Prensky

115 “We decided to bypass the schools.” – Deborah Schwartz, MOMA © 2005 Marc Prensky

116 “After School” (21 st century learning) Today’s Education: A Bifurcated System “School” (Credentials)

117 GAMES © 2005 Marc Prensky The ENGAGING educational system

118 If you only listened to the Press… © 2005 Marc Prensky

119 …you might think Computer and Video games… © 2005 Marc Prensky

120 … were the worst things in the world for kids. © 2005 Marc Prensky

121 But the TRUTH Is that © 2005 Marc Prensky

122 Games produce LEARNING WITH ENGAGEMENT © 2005 Marc Prensky

123 “I love getting level-ups – knowing I’m getting better. I started at level one and now I’m on 40. Now I can do more things. I can keep going and it’s really fun.” – Tyler, Age 10 © 2005 Marc Prensky

124 Kids want games NOT because they are games, but because they’re the most engaging intellectual thing they have… © 2005 Marc Prensky

125 …Learning is the big secret reason they play! (Shhh!) © 2005 Marc Prensky

126 is a big part of the learning process © 2005 Marc Prensky and the Game System Official sites IM/chat Mags games Fan sites Blogs Reviews

127 My New Book: © 2005 Marc Prensky

128 “Complex” 8-100 hours NOT TRIVIAL Today’s Games: Complexity Matters “Mini” 5 min-2hours TRIVIAL Or, at best, One-Noted Complex Games take the same amount of time as a course (30- 100 hours)

129 Dark Age of Camelot

130 “I just can’t compete with what’s out there.” – A teacher © 2005 Marc Prensky

131

132 It is NOT a war of Graphics We’re fighting a war of Ideas! © 2005 Marc Prensky

133 Rise of Nations The Dementors™ are coming and this time Harry needs his friends There’s a Place We Can All Be Heroes The Entire Span of Human History is in Your Hands Harry Potter and the Prisoner of Askaban City of Heroes TOP SELLING GAMES, JUNE 2003 © 2005 Marc Prensky

134 City of Heroes There’s a Place We Can All Be Heroes Create your own hero! - Choose from hundreds of powers to define your hero’s incredible abilities - Create a unique look using nearly limitless combinations of costume choices Thrilling battles! - Combat evil while developing your hero’s power - Protect the innocent in a stunning 3D world - Battle hundreds of different villains, minions and monsters. Heroes don’t work alone! - Join a super group and mold your ragtag band of heroes into a force for good - Learn from experienced heroes with our unique sidekick system - Team up with other heroes to guard the city against its many foes Action-packed online fun! - Fly, leap, or super-sprint across the city to meet the latest crisis - Non-stop battles on skyscrapers, in dark alleys and throughout the sky. - Simple and easy-to-use controls get you into the game in minutes. REFERENCE © 2005 Marc Prensky

135 Harry Potter and the Prisoner of Askaban The Dementors™ are coming and this time Harry needs his friends. Encounter new characters and creatures, Engage in a variety of sub-quests, Fly on a Hippogriff, Explore previously unseen areas of Hogwarts Take on your friends in multiple two-player challenges, as you take part in the most exciting and challenging Harry Potter videogame adventure yet. REFERENCE © 2005 Marc Prensky

136 Rise of Nations The Entire Span of Human History is in Your Hands Master 6,000 years of history, from the Ancient Age to the Information Age. What forces will you wield to lead your nation to global prominence? Trade, espionage, diplomacy…war? Amass powerful armies, build prosperous economies and perform acts of diplomacy Research more than 50 different technologies over 8 historical epochs Lead one of 18 historical nations, each with its own distinctive attributes and special units View your nations with 3 levels of zooming scale to gain a detailed tactical or strategic overview. REFERENCE © 2005 Marc Prensky

137 Guild Wars Create, Customize and Control Your World. Tell Your own stories. Romance that special someone. Become the Big Sim on Campus Mix genes from one generation to the next. Rise through the ranks to General Meet your friends and tackle a quest together. Your accomplishments have a unique influence on your future The Sims 2 Battlefield 2 UPDATE, JUNE 2005 © 2005 Marc Prensky

138 Reasons Games Engage 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 REFERENCE © 2005 Marc Prensky

139 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. Reasons kids learn from games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy) REFERENCE

140 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 Do They Learn? Areas various researchers claim are improved by Playing Video Games REFERENCE © 2005 Marc Prensky

141 What Do They Learn? How (to do things) What (Rules) Why (Strategy) Where (Environment) When / Whether (Ethics) © 2005 Marc Prensky

142 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 Do They Learn? Areas various researchers claim are improved by Playing Video Games © 2005 Marc Prensky REFERENCE

143 Kids know What they learn from games is VALUABLE © 2005 Marc Prensky

144 “What have you learned from your Video Games?”

145 What I’ve learned from Video Games: (Tyler, 10) 1. Everyone can save the world if they try 2. Two against one isn't fair 3. Don't shoot people (GTA Vice city - if you shoot you get arrested) 4. Don't get drunk (Baldur's gate - if you get attacked you‘ve lost) 5. Have patience (especially in fishing games) 6. The good guys always win 7. Don't trust everyone you meet 8. Help your friends. © 2005 Marc Prensky

146 “I’ve learned to think really fast, and to take risks.” – 4 th grader, Age 10 © 2005 Marc Prensky

147 “Minerals are worth more smelted, and even more after they’re crafted” – Tyler, Age 10 © 2005 Marc Prensky

148 “…after Joan of Arc’s victory, the entire myth of English invulnerability was destroyed.” – Alex, Age 9

149 Kids know What they learn from games WILL HELP THEM IN LIFE © 2005 Marc Prensky

150 “Things like strategy, multi-task processing, problem-solving, symbols & map-reading, and media literacy are skills that I will use no matter what profession I elect.” - a high school student © 2005 Marc Prensky

151

152 “Gamers have amassed thousands of hours of rapidly 1 analyzing new situations, 2 interacting with characters they don’t really know, & 3 solving problems quickly and independently.” -- Beck and Wade, Got Game © 2005 Marc Prensky

153 © 2003 Marc Prensky© 2005 Marc Prensky Don’t be Afraid to Fail – Take risks to get rewards Winning Matters Work in Teams Take Responsibility Add Value Gamer Attitudes Beck and Wade: Got Game Be a Hero Immerse Yourself in Data Make the Tough Calls Take different perspectives Make Things Better

154 “The only real limiting factor, always, is your own willingness to keep trying. The only real driver is your desire to reach some better state.” -- Beck and Wade, Got Game © 2005 Marc Prensky

155 Game Training For Laparoscopic Surgery Dr. James Rosser, Beth Israel Hospital NYC

156 © 2005 Marc Prensky Games and Instruction

157 1. Use Commercial Games 2. Use Custom Games 3. Talk About Games in Class 4. Use Complex Game Design Principles to create Engaging instruction © 2005 Marc Prensky Using Games in Instruction

158 © 2005 Marc Prensky 1.Use Commercial Games for instruction

159 Tim Rylands - UK

160 “Logical Journey of the Zoombinis” Logical Thinking © 2005 Marc Prensky

161 A better way of merging learning and education “The Incredible Machine” Logical Thinking

162 Addiction and learning… “Text Twist” English

163 Addiction and learning… “Bookworm” English

164 “Sim City 4” Planning © 2005 Marc Prensky

165 Learning history? Or just playing… “Civilization III” History

166 Learning history? Or just playing… “Europa Universalis” History

167 Business Airline, Airport, Casino, Circus, Cruise Ship, Big Biz, Lemonade Stand, Health Fitness Club, Mall, Restaurant, Roller Coaster, Sea World, School, Space Colony, Tabloid, Theme Park, Trailer Park, Zoo “Tycoon” Games

168 “The Typing of the Dead” Keyboarding © 2005 Marc Prensky In Stores

169 © 2005 Marc Prensky Custom Educational Games for instruction

170 “MeCHeM” © 2005 Marc Prensky Science Online at www.games2train.com/mechem

171 “Environmental Detectives” Science Available From MIT http://cms.mit.edu/games/education/Handheld/Intro.htm © 2005 Marc Prensky

172 “The Algebots” © 2005 Marc Prensky Algebra Coming, from Games2train.com and DigitalMultiplier.org http://www.games2train.com/games/algebots/thealgebots.html

173 “DimenXion” © 2005 Marc Prensky Algebra

174 “Real Lives” © 2005 Marc Prensky Social Studies Online at http://educationalsimulations.com/

175 “Food Force” © 2005 Marc Prensky Social Studies free download http://www.food-force.com

176 “Making History” European History © 2005 Marc Prensky www.muzzylane.com

177 “Eyewitness” ( Nanking Massacre) Asian History © 2005 Marc Prensky free download http://www.mic.polyu.edu.hk/nanjing/index.asp

178 “Tropical America” Latin American History © 2005 Marc Prensky Available Online http://www.tropicalamerica.com/

179 “Revolution” © 2005 Marc Prensky U.S. History From The Education Arcade at MIT http://www.educationarcade.org/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=9&page=1

180 “Better Business Game” © 2005 Marc Prensky Business Ethics Online

181 “Team-Up” © 2005 Marc Prensky Teamwork

182 Current Affairs “September 12”

183 “The ESP Game” © 2005 Carnegie-Mellon English From Carnegie-Mellon http://www.espgame.org/cgi-bin/login © 2005 Marc Prensky

184 www.socialimpactgames.com © 2005 Marc Prensky Education Health and Wellness Public Policy Military Political and Social Advertising COTS

185 Problem: © 2005 Marc Prensky Classrooms Not Designed For Electronic Games

186 One Solution: © 2005 Marc Prensky KIDS Play Outside Class TEACHERS talk about & reinforce learning in class

187 © 2005 Marc Prensky 3. Talk About Games in the classroom

188 “All I have to do is mention the name of a game in class and I get great credibility.” -- A Teacher © 2005 Marc Prensky

189 You don’t even need to know the names of the games © 2005 Marc Prensky

190 You don’t even need to know the names of the games – only to ask questions! © 2005 Marc Prensky

191 Who plays a game that relates to what we are discussing? Can you think of an example of this in your games? Who wants to write a game report (or review) for credit? Including “ethical issues and how I dealt with them ” -- show you value this stuff! © 2005 Marc Prensky Questions…

192 © 2005 Marc Prensky 4. Use Complex Games’ Design Principles to create engaging instruction

193 Complex Game Design IS CRUCIAL To Engagement © 2005 Marc Prensky

194 Game designers use effective, pragmatic, engaging pedagogy, INSTINCTIVELY © 2005 Marc Prensky

195 Six Key Things To Take From Complex Game Design: 1.Focus on the user’s engagement 2.Have frequent, important decisions 3.“Level up” toward clear, important goals 4.Adapt to each player individually 5.Work by iteration & playing, not theory 6.Emphasize Gameplay, not Eye Candy! © 2005 Marc Prensky

196

197 includes Continuous decision making Level Ups Good pacing Complexity Important choices Immediate feedback Adapting to the player’s skills © 2005 Marc Prensky

198 In Person Gameplay Students (Digital Natives) prefer © 2005 Marc Prensky Teachers (Digital Immigrants) are used to ENGAGEMENT One Thing at a Time Linear Stories Presentation Multiple Data Streams Online Random Access & Branching Options

199 Engagement Curriculum Design Game Design Decisions Frequent and important Gameplay Content Relatively Rare Presentation Mode Focus © 2005 Marc Prensky ENGAGEMENT

200 Engaging today’s learners involves UNLEARNING “Instructional Design” © 2005 Marc Prensky

201 Engagement Comes not from simplifying But from Complexity Focus Decisions Goals Leveling Up Adaptivity Iteration + Multi-player Creative Collaborative Challenging Competitive -- Done Right

202 “Whenever you add an instructional designer, they suck the fun out” – A Game Designer © 2005 Marc Prensky

203 Final Example © 2005 Marc Prensky

204 … in their pocket! Almost EVERY student already has a powerful computer… © 2005 Marc Prensky

205 We should be USING them! © 2005 Marc Prensky

206 Mobile Phones Are Powerful Computers Inexpensive Always in their pocket Optimized for Communication Full of Useful Add-ons e.g. Cameras, GPS, internet Easy to download to Attachable to External input/output © 2005 Marc Prensky Missing? Imagination!

207 Languages Poetry Literature Public Speaking Writing Storytelling History We Can Use Cell Phones for Learning Almost Anything: © 2003 Marc Prensky © 2005 Marc Prensky Surveys Polls Match-ups Testing Communication Memory aids Blogging Skills: Not cheating -- ASSESSMENT

208 Bottom Line: What Can I Do? © 2005 Marc Prensky

209 1. Adopt New Attitudes and Behaviors ATTITUDES Put Engagement First— ABOVE content! Laugh at our Accents Study your kids’ differences Value what kids do & Honor what they know Think 21 st century! BEHAVIORS Create frequent decisions! Involve your students!! Ask kids about THEIR way Do what YOU do well e.g. lead discussions, but include the kids’ lives! © 2005 Marc Prensky

210 2. Provide 21 st Century Motivation Skills Programming Knowledge Filtering Maximizing Hardware Maximizing Connectivity Content Nanotechnology Bioethics Genetic Neuroscience © 2005 Marc Prensky

211 PRENSKY’S GRAND CHALLENGE I believe that if we offered students a second half-year of this kind of stuff (done well): Programming Knowledge Filtering Maximizing Hardware Maximizing Connectivity Nanotechnology Bioethics Genetic Neuroscience Students would agree to help other get through the entire year’s standard content in half a year – with every student passing – And they’d do it! © 2005 Marc Prensky

212 3. Make Sure All Teachers Can And Do Share Their Successes! © 2005 Marc Prensky

213 Teachers are doing Great Things!

214 © 2005 Marc Prensky SO MUCH is going to waste from being used by only One Teacher, In One Classroom

215 © 2005 Marc Prensky If we could just capture, access and re- use work already done, we would be halfway there

216 How? © 2005 Marc Prensky

217 Put it on the Web! Listserves Forums, BBs Group Blogs Wikis Give Teachers a way to just put up an HTML page! (with metatags if possible)

218 Do all teachers have an easy way to put up an HTML page, a Wiki and a Blog? If not, do it now! © 2005 Marc Prensky

219 4. Make sure you ask yourselves daily and continually “The Hard Questions”: © 2005 Marc Prensky

220 Does everything I do empower my students? Does everything I do change my students’ behavior, beliefs & attitudes for the better? Does everything I do have great engagement and gameplay? Metric: Would they make their friends do it? Metric: Would learners spend their own money for it? Metric: Would learners do it in their leisure time? © 2005 Marc Prensky

221 Would my students be here If they didn’t have to? © 2005 Marc Prensky

222 WE CAN ENGAGE OUR KIDS… © 2005 Marc Prensky

223 Or, even better, Allow our kids to Engage Themselves! © 2005 Marc Prensky

224 What might Student-designed Engagement look like? Large-scale gaming events

225 No one says it’s EASY, © 2005 Marc Prensky

226 But that’s why they’ll Thank Us When we succeed © 2005 Marc Prensky

227 and We’ll Be Happier too! © 2005 Marc Prensky

228 They’re our kids © 2005 Marc Prensky

229 We owe them the best! © 2005 Marc Prensky

230 so… © 2005 Marc Prensky

231

232 T h a n k Y o u !

233 Number of Slides (not counting this or next): 231 © 2005 Marc Prensky Written Mistake: “2003”

234 email: marc@games2train.com web sites: www.marcprensky.com www.socialimpactgames.com www.gamesparentsteachers.com www.games2train.com © 2003 Marc Prensky © 2005 Marc Prensky ··

235 Tools http://www.marcprensky.com/writing/TOOLS_FOR_GAMES.html Games http://www.socialimpactgames.com Teachers www.timrylands.com Sites www.bris.ac.uk/education/research/networks/gern/gdc05.ppt www.teem.org.uk www.educationarcade.org www.gamesparentsteachers.com Resources © 2005 Marc Prensky


Download ppt "Marc Prensky i + i Conference November 23, 2005 Lunteren, The Netherlands © 2005 Marc Prensky."

Similar presentations


Ads by Google