65daa075dd2e99470ffaa28c6f6a82c7.ppt
- Количество слайдов: 191
Secretary’s NCLB e. Learning Summit July 13, 2004 Orlando FL Marc Prensky marc@games 2 train. com www. marcprensky. com © 2004 Marc Prensky
© 2004 Marc Prensky
Serious training in a game environment © 2004 Marc Prensky
I am speaking to you today… © 2004 Marc Prensky
…from the point of view… © 2004 Marc Prensky
…of the Millennials © 2004 Marc Prensky
Naturally, we’ll be going at (slides available) © 2004 Marc Prensky
WHAT CAN YOU [Educational Policy Makers] DO FOR US? [The Millennials] © 2004 Marc Prensky
“Give us st 21 Century Tools!” © 2004 Marc Prensky
We are growing up during a VERY DIFFICULT TRANSITION © 2004 Marc Prensky
“For the first time in history, we are no longer limited by our teachers’ ability and knowledge. ” – Mark Anderson © 2004 Marc Prensky
Sadly, YOU are LIMITING US © 2004 Marc Prensky
So we ask you, as Policy Makers To please SET US FREE ! © 2004 Marc Prensky
BY GIVING US THE TOOLS WE NEED © 2004 Marc Prensky
Today, you are so focused on CONTENT ( testing, etc. ) © 2004 Marc Prensky
FOR MOST OF US, OUR BIGGEST NEED IS NOT BETTER CONTENT © 2004 Marc Prensky
WE NEED BETTER UNDERSTANDING & 21 st CENTURY SKILLS © 2004 Marc Prensky
E. G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game, etc. © 2004 Marc Prensky
OUR TEACHERS CAN PROVIDE US WITH BETTER UNDERSTANDING © 2004 Marc Prensky
BUT WE CAN’T GET 21 ST CENTURY SKILLS from our TEACHERS © 2004 Marc Prensky
THEY DON’T HAVE THEM! © 2004 Marc Prensky
E. G. Knowledge filtering Using our connectivity Maximizing computer cycles Speaking in game © 2004 Marc Prensky
EVEN IF YOU “RETRAIN” THEM! © 2004 Marc Prensky
WHY? © 2004 Marc Prensky
BECAUSE WE ARE THE © 2004 Marc Prensky
© 2004 Marc Prensky
• • • 10, 000 hours Video Games 250, 000 emails 10, 000 hours on cell phones 20, 000 hours TV (incl. MTV) 500, 000 commercials • < 5000 hours book reading © 2004 Marc Prensky
• 2 billion ring tones per year • 2 billion songs + movies per month • 3 billion text messages per day © 2004 Marc Prensky
Conventional Speed Step-by-Step Linear Processing Text First Work-Oriented Stand-Alone
Our Communicating email, IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3 D chat rooms, dating Collecting e-Life 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 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 mp 3, video, sensor data © 2004 Marc Prensky
OUR TEACHERS, HOWEVER, ARE MOSTLY… © 2004 Marc Prensky
© 2004 Marc Prensky
TO US THEY HAVE A DIGITAL IMMIGRANT ACCENT © 2004 Marc Prensky
AND MOST OF THEM DON’T UNDERSTAND THE NEW TECHNOLOGIES OR EVEN THE LANGUAGE © 2004 Marc Prensky
• Quantum entanglement • Search technologies • Texture mapping • Steganography • 3 D modeling • Wikis © 2004 Marc Prensky
© 2004 Marc Prensky
FOR A LOT OF WHAT WE NEED OUR DIGITAL IMMIGRANT TEACHERS CANNOT HELP US MUCH © 2004 Marc Prensky
and DIGITAL NATIVE teachers WILL NOT TRULY BE THERE © 2004 Marc Prensky
UNTIL WE GROW UP AND BECOME THEM! © 2004 Marc Prensky
So… © 2004 Marc Prensky
WHAT CAN YOU GIVE US? © 2004 Marc Prensky
WHAT DO WE DESPERATELY NEED FROM YOU? © 2004 Marc Prensky
WHAT YOU CAN, AND MUST, PROVIDE US WITH IS: © 2004 Marc Prensky
POWERFUL © 2004 Marc Prensky
ENGAGING © 2004 Marc Prensky
TOOLS © 2004 Marc Prensky
THAT WILL LEAD TO © 2004 Marc Prensky
THE UNDERSTANDING & SKILLS © 2004 Marc Prensky
THAT WILL E-NABLE US © 2004 Marc Prensky
TO GO BEYOND OUR TEACHERS’ ABILITY AND KNOWLEDGE © 2004 Marc Prensky
AND TO SUCCEED IN THE 21 ST CENTURY © 2004 Marc Prensky
POWERFUL © 2004 Marc Prensky
ENGAGING © 2004 Marc Prensky
TOOLS © 2004 Marc Prensky
E-LEARNING E-NABLEMENT © 2004 Marc Prensky
© 2004 Marc Prensky
Out of School we are EMPOWERED © 2004 Marc Prensky
“Whenever I go to school I have to ‘power down’” – a high school kid © 2004 Marc Prensky © 2003 Marc Prensky
GOOD TOOLS EMPOWER US AS LEARNERS © 2004 Marc Prensky
“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 Yahoo Born to be Wired Conference © 2004 Marc Prensky
The Communicating email, IM, chat Sharing Blogs, webcams Buying & Selling ebay, papers Exchanging music, movies, humor Creating sites, avatars, mods Meeting 3 D chat rooms, dating Collecting e-Life 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 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 mp 3, video, sensor data © 2004 Marc Prensky
POWERED By Our INTERESTS © 2004 Marc Prensky
What’s different about our new technology is that it is programmable. – Alan Kay © 2004 Marc Prensky
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
We are producing as much as we are consuming – perhaps more. – JC Herz © 2004 Marc Prensky
If we don’t make it ourself, it’s not fun. – Stuart Bonn, Former VP at EA, now VP Fun, There © 2004 Marc Prensky
The most important things to remember are: multi-player creative collaborative challenging competitive – a high school student © 2004 Marc Prensky
HERE’S HOW YOU CAN EMPOWER US © 2004 Marc Prensky
1 GIVE US THE HARDWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky
EMPOWERMENT MEANS HAVING OUR OWN COMPUTER © 2004 Marc Prensky
GET US TO 1: 1 ASAP © 2004 Marc Prensky
BUT… © 2004 Marc Prensky
DO IT RIGHT! © 2004 Marc Prensky
BE SURE THERE IS CONSISTENCY AND MINIMUM STANDARDS! © 2004 Marc Prensky
“Project Inkwell” © 2004 Marc Prensky
SCHOOL COMPUTERS NOT RANDOM BUSINESS COMPUTERS © 2004 Marc Prensky
WITH BASIC MINIMUMS FOR RUGGEDNESS POWER GRAPHICS SCREEN SIZE ETC. © 2004 Marc Prensky
Help us take advantage of the computers we already have… © 2003 Marc Prensky
DON’T BAN OUR CELL PHONES © 2004 Marc Prensky
MAKE THEM LEARNING TOOLS © 2004 Marc Prensky
CELL PHONES ARE: • • • 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 Missing: Imagination & Funding © 2004 Marc Prensky
2 GIVE US THE SOFTWARE TOOLS THAT WILL EMPOWER US © 2004 Marc Prensky
YOU SHOULD BE DOING INFINITELY MORE FOR SOFTWARE © 2004 Marc Prensky
IT IS A NATIONAL SCANDAL THAT WE HAVE NOT DEVELOPED SOFTWARE THAT… © 2004 Marc Prensky
…TEACHES ALL KIDS TO READ BEFORE THEY ENTER FIRST GRADE © 2004 Marc Prensky
…TEACHES ALL HIGH SCHOOL STUDENTS ALGEBRA © 2004 Marc Prensky
WE CAN’T RELY ON THE MARKETPLACE TO PROVIDE THE BEST EDUCATIONAL SOFTWARE © 2004 Marc Prensky
We need a “MANHATTAN PROJECT” For KEY EDUCATIONAL SOFTWARE TOOLS © 2004 Marc Prensky
EXAMPLES: Tools for: • Teaching the basic subjects • Creating persuasive arguments • Enabling effective communication • Building common databases • Sharing points of view © 2004 Marc Prensky
EMPOWER US TO BUILD THEM © 2004 Marc Prensky
“Hidden Agenda” © 2004 Marc Prensky
TOOLS MUST BE NOT ONLY POWERFUL BUT ALSO ENGAGING © 2004 Marc Prensky
WE ARE NOT “ADD” BUT “EOE” © 2004 Marc Prensky
ENGAGE ME Or ENRAGE ME © 2004 Marc Prensky
HOW CAN YOU MAKE OUR SOFTWARE TOOLS ENGAGING? © 2004 Marc Prensky
DUH! (A TECHNICAL TERM) © 2004 Marc Prensky
WHAT ENGAGES US? © 2004 Marc Prensky
GAMES! © 2004 Marc Prensky
So Use GAMES © 2004 Marc Prensky
As LEARNING TOOLS! © 2004 Marc Prensky
3 GIVE US GAME-TOOLS ENGAGE US TO © 2004 Marc Prensky
WE KNOW GAMES PRODUCE LEARNING WITH ENGAGEMENT © 2004 Marc Prensky
WE WANT TO LEARN WITH ENGAGEMENT ALL THE TIME © 2004 Marc Prensky
WE WANT GAMES NOT BECAUSE THEY ARE GAMES, BUT BECAUSE THEY’RE THE MOST ENGAGING INTELLECTUAL THING WE HAVE… © 2004 Marc Prensky
…AND WE KNOW HOW MUCH WE LEARN FROM THEM! © 2004 Marc Prensky
IN FACT, LEARNING IS THE BIG SECRET REASON WE PLAY GAMES! © 2004 Marc Prensky
© 2004 Marc Prensky
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 © 2004 Marc Prensky Emotion
Why We Learn From Games (James Paul Gee: What Video Games Have to Teach Us About Learning and Literacy 19. Relating information 1. Doing and reflecting 20. Meshing information from multiple media 2. Appreciating good design 21. Understanding how knowledge is stored 3. Seeing interrelationships 22. Thinking intuitively 4. Mastering game language 23. Practicing in a simplified setting 5. Relating the game world to other worlds 24. Being led from easy problems to harder ones 6. Taking risks with reduced consequences 25. Mastering upfront things needed later 7. Putting out effort because they care 26. Repeating basic skills in many games 8. Combining multiple identities 27. Receiving information just when it is needed 9. Watching their own behavior 28. Trying rather than following instructions 10. Getting more out than what they put in 29. Applying learning from problems to later ones 11. Being rewarded for achievement 30. Thinking about the game and the real world 12. Being encouraged to practice 31. Thinking about the game and how they learn 13. Having to master new skills at each level 32. Thinking about the games and their culture 14. Tasks being neither too easy nor too hard. 33. Finding meaning in all parts of the game 15. Doing, thinking and strategizing 34. Sharing with other players 16. Getting to do things their own way 35. Being part of the gaming world 17. Discovering meaning 36. Helping others and modifying games, 18. Reading in context in addition to just playing.
What We Learn from Games Areas various researchers claim are improved by Playing Video Games 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 Marc Prensky © 2004
What We Learn from Games (simplified) • • • How (to do things) What (Rules) Why (Strategy) Where (Environment) When / Whether (Ethics) © 2004 Marc Prensky
“…after Joan of Arc’s victory, the entire myth of English invulnerability was destroyed. ” – Alex, Age 9 © 2004 Marc Prensky
“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
WE KNOW WHAT WE LEARN FROM OUR GAMES IS VALUABLE © 2004 Marc Prensky
“Objectionable” Learning: < 7% Valuable Learning: 93% + • • History Professional Skills Resource Managemen © 2004 Marc Math/Science Prensky
Commercial-off-the-Shelf (COTS) Games Job Simulation History Resource Mgmt 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 Emergency Room 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 Math-Science Physicus Chemicus Green Globs and Graphing Equations Business Virtual Leader Trader Objection! Strategy Co-Pilot Marketing Co-Pilo Sales Co-Pilot Virtual U © 2004 Marc Prensky
Custom Games Job Simulation Social Studies 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 Resource Mgmt Building a Home Entertech Rea. L Lives Virtual U. Incident Commander Road Quiz Streetwise Flood Ranger Park Ranger Waterbusters Math-Science The Algebots The Monkey Wrench Conspiracy Environmental Detectives Supercharged Rapunsel Kinetic City Mission Max National Geographic Space Station Sim Project Connect Nitrogenius Episims Language English Taxi Listening Skills Achieve Now Slide Prospero’s Island © 2004 Marc Prensky
AND WE WANT SOME CREDIT and RECOGNITION FOR IT! © 2004 Marc Prensky
WE THINK ALL OUR LEARNING SHOULD BE AS ENGAGING AS OUR GAMES © 2004 Marc Prensky
WHEN IT ISN’T, WE EITHER “PLAY SCHOOL” © 2004 Marc Prensky
“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
…OR WE JUST TUNE YOU OUT © 2004 Marc Prensky
© 2004 Marc Prensky
© 2004 Marc Prensky
MOTIVATION IS MORE IMPORTANT FOR US THAN CONTENT! © 2004 Marc Prensky
DON’T BORE US! © 2004 Marc Prensky
“[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
WE CAN GET MOTIVATION AND ENGAGEMENT… © 2004 Marc Prensky
THROUGH GAME -TOOLS © 2004 Marc Prensky
GAME DESIGN IS CRUCIAL TO MOTIVATION AND ENGAGEMENT © 2004 Marc Prensky
KEY THINGS ABOUT GAME DESIGN: • FOCUS IS ON THE USER’S ENGAGEMENT • DECISIONS COME REALLY FREQUENTLY • GAMEPLAY TRUMPS EYE CANDY! © 2004 Marc Prensky
© 2004 Marc Prensky
includes • Continuous decision making • Good pacing • Complexity • Important choices • Immediate feedback • Adapting to the player’s skills Marc Prensky © 2004
Focus • Engagement • Content Mode • Gameplay • Presentation Decisions • Frequent and important • Relatively Rare © 2004 Marc Prensky
WHAT WE DON’T YET LEARN IN GAMES IS THE CURRICULUM, © 2004 Marc Prensky
But… © 2004 Marc Prensky
CURRICULAR GAMES ARE COMING © 2004 Marc Prensky
AND YOU CAN HELP US! © 2004 Marc Prensky
BY SUPPORTING THE DEVELOPMENT OF CURRICULAR GAME-TOOLS © 2004 Marc Prensky
MAKING THESE TOOLS IS NOT EASY © 2004 Marc Prensky
It’s ART, NOT SCIENCE © 2004 Marc Prensky
We CAN’T USE TRADITIONAL PEDAGOGY © 2004 Marc Prensky
“Whenever you add an instructional designer, they suck the fun out” – A Game Designer © 2004 Marc Prensky
GAME DESIGNERS HAVE ALREADY INSTINCTIVELY INCORPORATED THE MOST EFFECTIVE, PRAGMATIC, PEDAGOGY © 2004 Marc Prensky
James Paul Gee: “What Video Games Have To Teach Us About Learning and Literacy”
OUR JOB IS TO COMBINE GAME PEDAGOGY WITH THE CURRICULUM © 2004 Marc Prensky
PLEASE HELP! © 2004 Marc Prensky
Today: TOOLS AND GAMES CAN ENRICH OUR CLASSES © 2004 Marc Prensky
Very Soon: TOOLS AND GAMES WILL REPLACE CLASSES AND TEACHERS in many situations © 2004 Marc Prensky
“Beat the Game, Pass the Course” © 2004 Marc Prensky
Game Examples © 2004 Marc Prensky
Elementary: Logical Thinking “Logical Journey of the Zoombinis” In Stores. Also: “Lemmings” “The Incredible Machine” © 2004 Marc Prensky
Elementary: Programming “Rapunzel” From NYU www. maryflanagan. com/rapunsel © 2004 Marc Prensky
Middle School: Keyboarding “The Typing of the Dead” In Stores © 2004 Marc Prensky
Middle School: Language “The ESP Game” From Carnegie-Mellon http: //www. espgame. org/cgi-bin/login © 2004 Carnegie-Mellon © 2004 Marc Prensky
Middle School: Language (ESL) “English Taxi” From Desq http: //www. desq. co. uk/ © 2004 Marc Prensky
Middle School: Algebra “The Algebots” Coming, from Games 2 train. com and Digital. Multiplier. org http: //www. games 2 train. com/games/algebots/thealgebots. html © 2004 Marc Prensky
Middle School: Science “Space Station SIM” (NASA) Coming, from GRS Games http: //www. grsgames. com/products/game 1/DGoals. html © 2004 Marc Prensky
High School: Social Studies “Revolution” From The Education Arcade at MIT http: //www. educationarcade. org/modules. php? op=modload&name=Sections&file=index&req=viewarticle&artid=9&page=1 © 2004 Marc Prensky
High School: Social Studies “Tropical America” Available Online http: //www. tropicalamerica. com/ © 2004 Marc Prensky
High School: Social Studies “Making History” Coming, from Muzzy Lane Software http: //www. muzzylane. com/products/making-history. htm © 2004 Marc Prensky
High School: Social Studies “Eyewitness” (Nanking Massacre) Coming (free download) http: //www. mic. polyu. edu. hk/nanjing/index. asp © 2004 Marc Prensky
High School: Social Studies “Under Siege” (Palestinian Freedom Fighters Game) Available for download http: //www. underash. net/ © 2004 Marc Prensky
HS: Mechanical Design “The Monkey Wrench Conspiracy” GAME 3 levels, save station TASKS 30 graded, w/self-evals Demo Copy Available http: //www. games 2 train. com/site/html/tutor. html © 2004 Marc Prensky
High School: Biology, Virology Immune Attack (NIH) Coming Replicate (MIT) Design Only http: //www. educationarcade. org/gtt/Virus/Intro. htm © 2004 Marc Prensky
High School: Ethics “Corporate Greed: Names, Faces and Deeds” Avaliable Online. From Games 2 train http: //www. games 2 train. com/games/Match. It. html © 2004 Marc Prensky
High School: Law “Objection!” Online demo available http: //www. objection. com/ © 2004 Marc Prensky
High School: Business “Virtual Leader” (Interpersonal Relationships) For Sale at http: //www. simulearn. net/Simu. Learn/simulearn_home_page. htm © 2004 Marc Prensky
High School: Business “Airline Tycoon” 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
High School: Business “Start-Up, ” “Capitalism, ” etc. Available in Stores © 2004 Marc Prensky
HS-AP: Environmental Science “Environmental Detectives” Available From MIT http: //cms. mit. edu/games/education/Handheld/Intro. htm © 2004 Marc Prensky
HS-AP: Physics “Supercharged” Available From MIT http: //www. educationarcade. org/gtt/EM/Intro. htm © 2004 Marc Prensky
Education Health and Wellness Public Policy Military Political and Social Advertising COTS E C R E F E R N E © 2004 Marc Prensky
RECAP © 2004 Marc Prensky
WE WANT YOU TO GIVE US © 2004 Marc Prensky
POWERFUL © 2004 Marc Prensky
ENGAGING © 2004 Marc Prensky
st 21 CENTURY © 2004 Marc Prensky
TOOLS © 2004 Marc Prensky
1 GIVE US HARDWARE TOOLS TO EMPOWER US © 2004 Marc Prensky
SUPPORT 1: 1 (WITH STANDARDS) + CELL PHONE INITIATIVES © 2004 Marc Prensky
2 GIVE US SOFTWARE TOOLS TO EMPOWER US © 2004 Marc Prensky
SUPPORT PROJECTS TO CREATE EDUCATIONAL SOFTWARE THAT TEACHES ST CENTURY SKILLS 21 © 2004 Marc Prensky
3 GIVE US GAME-TOOLS ENGAGE US TO © 2004 Marc Prensky
SUPPORT AND ENCOURAGE GAME-TOOLS FOR LEARNING © 2004 Marc Prensky
“For the first time in history, students are no longer limited by their teachers’ ability and knowledge. ” – Mark Anderson © 2004 Marc Prensky
© 2004 Marc Prensky
E-LEARNING © 2004 Marc Prensky
E-NABLEMENT © 2004 Marc Prensky
Give us the st 21 Century Tools we need! © 2004 Marc Prensky
marc@games 2 train. com www. marcprensky. com www. socialimpactgames. com www. dodgamecommunity. com www. gamesparentsteachers. com www. digitalmultiplier. org © 2004 Marc Prensky
65daa075dd2e99470ffaa28c6f6a82c7.ppt