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Brian Waniewski, Managing Director, Institute of Play
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Game as Design Principle:Quest to Learn
23. August 2011
AGENDA
introductions
game as design principle
school re-imagined
take-aways
What is Institute of Play?
2
activate twenty-first century citizens who engage deeply with the world
MISSION
leverage the power of gamesMETHOD
PROJECTS
institutiondesign
game design platform
professionaldevelopment
embodied learning
informallearning
curriculumdesign
What is Quest to Learn?
3
DISTRICT 2 NYC PUBLIC SCHOOL
2009
2015
Grade 6
Grade 7
Grade 8
Grade 9
Grade 11
Grade 10
Grade 12
45%55%
GENDER
1%
29%
4%
33%
33%
RACE-ETHNICITY
african-americancaucasianasian-americanlatinoother
MF
220 students
POSSIBILITY SPACE
feedback
pathway
participate
fail
repeat
What is a game?
4
HOOK FOR KIDS + ADULTS
COMPLEX SYSTEM
ECOLOGY OF INTERESTS + PASSIONSCOMMUNITY OF PLAYERS
rules
game space
components
goal
core mechanic
choice
master
share
5
School as a space where kids learn actively
- game-like learning — “need to know”
- taking on roles of authority
- sharing expertise
- smart tools
- frequent embedded assessments
6
School as collaborative community
- mission lab
- collaborative curriculum design
- boss level
- studio q
School as one node in a learning ecology
7
OUT OF SCHOOL
IN SCHOOL
AFTER SCHOOL
AT HOME
ONLINE
- aligned after school offering
- curriculum plugged into cultural institutions
- early internship program
- interest-driven online social network
8
School as traditional and 21st century
- curriculum built from state content standards
- integrated around core systems thinking questions
- targeting a set 21st century skills and competencies
- purposeful tech integration
9
The result?
- 97% for student engagement among NYC public schools
- student performance at or above NYC public school averages
- preliminary gains in systems thinking, time management and team work skills
- Math Olympiad win
- ChicagoQuest
10
A few take-aways:
11
- try a DESIGN PROCESS that includes multiple stakeholders, collaboration, testing, iteration
- create a NEED TO KNOW that’s culturally relevant
- integrate REAL-TIME FEEDBACK systems and space for PRODUCTIVE FAILURE
- create a need to TAKE ON ROLES and SHARE EXPERTISE
- connect to multiple LARGER COMMUNITIES
Thanks for listening.
Brian Waniewski
Managing DirectorInstitute of Play
www.instituteofplay.org