by sbarab

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Intel Digital 6bpc.pptx

Published Sep 23, 2013 in Business & Management
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Presentation Slides & Transcript

Presentation Slides & Transcript

Background ResearchNeeds/Landscape/Opportunity AnalysesProcessCharacterizationSummary Informative ReviewGame DesignGamificationCommunity of Practice

Review ProcessOur review included:Analyses of the Elements content, Intel Teacher Community, and Intel Smart Tools.Analysis of prominent online Professional Development (PD) providers, including:Education Focused (Annenberg Learner, Edutopia, Edmodo, PBS TeacherLine, NEA Academy, Online EdConsumer Focused (Google, Apple, Microsoft content is centered on product integration in classrooms)An examination of current research and development regarding professional development, as well as games and impactAn examination of our design infrastructure, theory of change, and success experiences.Based on these, the following process steps occurred:Mockups were shared, stakeholder discussions occurred, prototypes were designed.A critical stakeholder analysis occurred at Intel where mockups were presented and critiqued, and subsequent debriefing with stakeholders occurred.A substantial revision of the vision occurred, new mockups were generated, and the prototyping of components were tested with pre-service teachers.

Changes in Our ThinkingFrom Quest-Based Games to a Game-Infused Community Learning Platform with Multiple ModalitiesGame as …Dog vs Tail!

Needs/Opportunity (Implications)NeedsEnhance Intel resources (courses, community, smart tools) to be better integrated, more engaging, and grounded in learning sciences principlesProvide ongoing, embedded, collaborative, flexible, personalized experiences that support pre-service and in-service teachers in unlocking the promise of digital learningSupport players, facilitators, designers, and researchers with actionable analytics that allow for tracking, optimizing, and incentivizing participationAssumptionsTeachers learn best when content is contextualized in terms of meaningful goals and real-world issuesDesign needs to provide a balance between teacher agency and productive structureWell designed game-infused experiences can increase learning and engagementDesign is part of a service of continual optimization for ecosystem integration and sustained impactStrategiesAdopt a “connected learning” framework, leveraging community strengths, implicit knowledge, and contextualized meaning makingAssemble a high-quality team that has the diverse skillsets related to teacher PD, learning sciences, game design, and impact-based research Develop a game-infused, community-based platform that leverages multiple modalities aligned to meet learning goals and that can be continually optimized for sustained and scalable impact

Enabling Sector TrendsGame-Based-Learning: Informal LearningAnyone can play anywhere, anytime.$7billion2012 digital game sales(online + digital downloads)Parents desperately want games that are good for kidsTop industry talentlooking for meaningDisintermediation enables Indie-game sectorGAMES FOR CHANGE

Enabling Sector TrendsGame-Based-Learning: Formal LearningIncreasing ubiquity oftechnology in classroom 2012 revenue from educational publishing(K12)Teachers looking to leverage technology to better engagestudentsTop industry talent embracing games and learningDisintermediation enablesdirect-to-teacher distribution$8billion

Scholarly Research on ValueAcademic PublicationsRole PlayingSituationally ImportantFailing SafelyMeaningful ConsequencesPersonally ValidatingFun and EngagingPersonalized ChallengesPervasive AccessEmbedded AssessmentConclusions: Federation of American Scientists and the National Science Foundation strategic & analytical thinking problem solving systems thinking team building planning & executionGames foster critical21st century literacy skills motivation & goal orientation high time on task contextual bridging team building creativity and collaborationGames foster critical21st century job skills

WHAT IS GAMIFICATION?It's using game mechanics to help you drive participation, engagement and loyalty on your online property, site or community.What are game mechanics? They're tools that leverage our innate desire for competition, achievement, status, reward, self-expression and altruism. They include:Earning badges, trophies and achievementsTracking and rewarding online activityCreating virtual identities for self-expressionCollaborating as part of a teamSpreading the word via Facebook and TwitterBy wrapping game elements around an existing site or online service, it can provide compelling user experiences, engage users more deeply, and drive long-term loyalty.

Gamification works because it taps into our needs and desiresPeople have fundamental needs and desires - for reward, status, achievement, self-expression, competition, and altruism among others. These needs are universal, and span generations, demographics, cultures and genders. The table above explains how game mechanics hit on the sweet spots of those behaviors.

Communities of PracticeCharacteristics of a Community of Practice:a common practice and shared enterprise opportunities for interaction and participation;mutual interdependence overlapping histories, practices, and understandings among membersmechanisms for reproductionRespect for diverse perspectives and minority views Trajectories of expertise from novice to expert

Online Communities of PracticeCreate  SupportAnytime Anywhere  BoundedUsability  SociabilityOne Space  Bounded GroupsOnline  Web-SupportedProduct  Ongoing Service“Community”  Supporting Practice“Community”  Socio-Technical Networks“no community can fully design the learning of another … [however] no community can fully design its own learning” (p. 234).

Needs/Landscape/Opportunity Summary