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(1)

Marc Prensky

[email protected]

www.marcprensky.com

Secretary’s NCLB eLearning Summit

July 13, 2004

(2)
(3)
(4)
(5)

…from the

(6)

…of the

(7)
(8)

WHAT CAN

YOU

[Educational Policy Makers]

DO FOR

US?

[The Millennials]

(9)

“Give us

21

st

Century

Tools!”

(10)

We are growing up during a

VERY

DIFFICULT

(11)

“For the first time in

history,

we are no

longer limited by our

teachers’ ability and

knowledge.

– Mark Anderson

(12)

Sadly,

YOU

are

LIMITING US

(13)

So we ask you,

as Policy Makers

To please

SET US FREE !

(14)

BY GIVING US

(15)

Today, you are

so focused on

CONTENT

(16)

FOR MOST OF US,

OUR BIGGEST NEED

IS NOT

(17)

WE NEED

BETTER

UNDERSTANDING

&

(18)

E.G.

Knowledge filtering

Using our connectivity

(19)

OUR TEACHERS

CAN

PROVIDE US WITH

(20)

BUT WE CAN’T GET

21

ST

CENTURY SKILLS

(21)

THEY

DON’T HAVE

(22)

E.G.

Knowledge filtering

Using our connectivity

(23)

EVEN

IF YOU

(24)
(25)
(26)
(27)

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

(28)

2 billion

ring tones per year

2 billion

songs + movies per month

3 billion

text messages per day

(29)

Conventional Speed

Step-by-Step

Linear Processing

Text First

(30)

Our 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

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

(31)

OUR

TEACHERS,

HOWEVER,

(32)
(33)

TO US THEY HAVE

(34)

AND MOST OF THEM

DON’T UNDERSTAND

THE NEW TECHNOLOGIES

(35)

Quantum entanglement

Search technologies

Texture mapping

Steganography

3D modeling

(36)
(37)

FOR A LOT OF WHAT WE NEED

OUR DIGITAL IMMIGRANT

TEACHERS

CANNOT

(38)

and

DIGITAL NATIVE

teachers

(39)
(40)
(41)
(42)

WHAT DO WE

DESPERATELY

(43)

WHAT YOU CAN,

AND MUST,

PROVIDE US WITH

IS:

(44)

POWERFUL

(45)

ENGAGING

(46)

TOOLS

(47)

THAT WILL

LEAD TO

(48)

THE

UNDERSTANDING

&

(49)

THAT WILL

(50)

TO GO

BEYOND

OUR TEACHERS’

ABILITY

AND

(51)

AND TO

SUCCEED

IN THE

(52)

POWERFUL

(53)

ENGAGING

(54)

TOOLS

(55)

E-LEARNING

(56)
(57)

Out of School

we are

EMPOWERED

(58)

“Whenever I go to

school I have to

‘power down’

– a high school kid

(59)

GOOD TOOLS

EMPOWER US

AS LEARNERS

(60)

“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

(61)

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

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

(62)

P

OWERED

B

y

O

ur

(63)

What’s different about our

new technology is that it is

programmable.

– Alan Kay

(64)

What we

put into

the

Internet is much more

important to us than what

we take out of it.

– Tim Berners-Lee

(65)

We are

producing as much

as we are consuming

– perhaps more.

– JC Herz

(66)

If we don’t

make it ourself,

it’s not fun.

– Stuart Bonn,

Former VP at EA, now VP Fun, There

(67)

The most important things

to remember are:

multi-player

creative

collaborative

challenging

competitive

– a high school student

(68)

HERE’S HOW YOU CAN

EMPOWER US

(69)

1

GIVE US THE

HARDWARE

TOOLS

THAT WILL

EMPOWER US

(70)

EMPOWERMENT

MEANS HAVING

OUR OWN

COMPUTER

(71)

GET US TO

1:1

ASAP

(72)

BUT…

(73)

DO IT RIGHT!

(74)

BE SURE THERE IS

CONSISTENCY

AND

MINIMUM STANDARDS!

(75)

“Project Inkwell”

(76)

SCHOOL COMPUTERS

NOT

RANDOM BUSINESS

COMPUTERS

(77)

WITH BASIC MINIMUMS FOR

RUGGEDNESS

POWER

GRAPHICS

SCREEN SIZE

ETC.

(78)

… in our pockets!

(79)

DON’T

BAN

(80)

MAKE THEM

(81)

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

(82)

2

GIVE US THE

SOFTWARE

TOOLS

THAT WILL

EMPOWER US

(83)

YOU SHOULD BE DOING

INFINITELY

MORE

(84)

IT IS A

NATIONAL SCANDAL

(85)

…TEACHES ALL KIDS TO READ

BEFORE THEY ENTER

(86)

…TEACHES ALL

(87)

WE CAN’T

RELY ON

THE MARKETPLACE

TO PROVIDE THE BEST

EDUCATIONAL

(88)

We need a

“MANHATTAN

PROJECT”

For

(89)

EXAMPLES:

Tools for:

Teaching the basic subjects

Creating persuasive arguments

Enabling effective communication

(90)

EMPOWER

US

(91)

“Hidden Agenda”

(92)

TOOLS MUST BE

NOT ONLY POWERFUL

BUT ALSO

ENGAGING

(93)

WE ARE NOT

“ADD”

BUT

(94)

E

NGAGE ME

Or

(95)

HOW

CAN YOU MAKE OUR

SOFTWARE TOOLS

(96)

DUH!

(97)

WHAT

(98)
(99)

So Use

(100)

As

(101)

3

GIVE US

GAME-TOOLS

TO

ENGAGE US

(102)

WE

KNOW

GAMES PRODUCE

LEARNING

WITH

(103)

WE WANT TO

LEARN

WITH ENGAGEMENT

(104)

WE WANT GAMES

NOT BECAUSE THEY ARE GAMES,

BUT BECAUSE THEY’RE THE

(105)

…AND WE KNOW

(106)

IN FACT,

LEARNING

IS THE

BIG SECRET

REASON

WE PLAY GAMES!

(107)
(108)

Why Games Engage Us

Fun

Play

Rules

Goals

Interactive

Outcomes & Feedback

Adaptive

Win states

Conflict, competition

Problem solving

Enjoyment and Pleasure

Intense involvement

Structure

Motivation

Doing

Learning

Flow

Ego Gratification

Adrenaline

(109)

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

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

Why We Learn From Games

(110)

visual selective attention

multiple task processing

rule understanding

strategy

morality

ethics

identity

flow

traditional literacy

digital literacy

stress relief

scientific thinking

intellectual development

affective development

social development

transfer

comprehension skills

academic skills

strategies & procedures

use of symbols

What We Learn from Games

(111)

What We Learn from Games

(simplified)

How

(to do things)

What

(Rules)

Why

(Strategy)

(112)

“…after Joan of Arc’s

victory, the entire myth of

English invulnerability was

destroyed.”

– Alex, Age 9

(113)

“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

(114)

WE KNOW WHAT WE

LEARN FROM

OUR GAMES

(115)

History

Valuable Learning:

93% +

(116)

Gettysburg The New World Civilization III Pharaoh

Medieval Total War Viking Invasion

Rampage Across Britain Stronghold Crusader Caesar III

The Age of Kings

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

Job Simulation

Resource Mgmt

Business

Physicus Chemicus

Green Globs and

Graphing Equations

Math-Science

Commercial-off-the-Shelf (COTS) Games

(117)

Revolution Eyewitness Spanish Inquisition Qin Making History Tropical America Mass Balance City Planning Corporate Greed Power Politics

The Political machine President Forever

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

(118)

AND WE WANT

SOME

CREDIT

and RECOGNITION

(119)

WE THINK

ALL

OUR LEARNING

(120)

WHEN IT ISN’T,

WE EITHER

(121)

“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.”

(122)
(123)
(124)
(125)

MOTIVATION IS

MORE IMPORTANT

FOR US

(126)

DON’T

(127)

“[The Millennials] call the

shots.

Anyone who bores

them will be getting

blocked, zapped and tuned

out for years to come

.”

(128)

WE

CAN GET

(129)

THROUGH

(130)

GAME DESIGN

IS CRUCIAL

(131)

KEY THINGS ABOUT GAME DESIGN:

(132)
(133)

includes

Continuous decision making

Good pacing

Complexity

(134)

Engagement

Game

Design

Curriculum

Design

Focus

Mode

Decisions

Frequent and important

Gameplay

Content

Relatively Rare

(135)

WHAT WE DON’T

YET LEARN IN GAMES

IS

(136)
(137)

CURRICULAR

GAMES

ARE

(138)
(139)

BY

SUPPORTING

THE DEVELOPMENT

OF

(140)

MAKING THESE

TOOLS

(141)

It’s

ART,

(142)

We

CAN’T USE

TRADITIONAL

(143)

“Whenever you

add an

instructional

designer,

they

suck the fun out

(144)

GAME DESIGNERS HAVE

ALREADY

INSTINCTIVELY

INCORPORATED

(145)

James Paul Gee:

“What Video Games

Have To Teach Us

(146)

OUR JOB IS TO

COMBINE

GAME PEDAGOGY

WITH

(147)
(148)

Today:

TOOLS AND

GAMES

CAN ENRICH

(149)

Very Soon:

TOOLS AND GAMES

WILL REPLACE

CLASSES AND TEACHERS

(150)

“Beat the Game,

(151)

Game

(152)

“Logical Journey

of the Zoombinis”

Elementary:

Logical Thinking

In Stores. Also:

(153)

“Rapunzel”

(154)

“The Typing

of the Dead”

(155)

“The ESP Game”

(156)

“English Taxi”

(157)

“The Algebots”

(158)

Middle School:

Science

(159)

Revolution”

(160)

“Tropical America”

(161)

“Making History”

(162)

“Eyewitness” (

Nanking Massacre)

(163)

“Under Siege”

(Palestinian Freedom Fighters Game)

(164)

“The Monkey Wrench

Conspiracy”

GAME

3 levels, save station

30 graded, w/self-evals

TASKS

(165)

Immune Attack (NIH)

High School:

Biology, Virology

Design Only

http://www.educationarcade.org/gtt/Virus/Intro.htm

Coming

(166)

“Corporate Greed:

Names, Faces and Deeds”

(167)

High School:

Law

“Objection!”

(168)

“Virtual Leader”

(Interpersonal Relationships)

High School:

Business

(169)

“Airline Tycoon”

High School:

Business

In Stores

(170)

“Start-Up,”

“Capitalism,” etc.

(171)

“Environmental

Detectives”

HS-AP:

Environmental Science

(172)

“Supercharged”

HS-AP:

Physics

(173)

www.socialimpactgames.com

Education

Health and Wellness

Public Policy

Military

Political and Social

Advertising

COTS

RE

FE

RE

NC

(174)
(175)

WE WANT

YOU

TO GIVE

(176)
(177)
(178)
(179)
(180)

1

GIVE US

HARDWARE

TOOLS

TO

EMPOWER US

(181)

SUPPORT 1:1

(WITH STANDARDS)

+

CELL PHONE INITIATIVES

(182)

2

GIVE US

SOFTWARE

TOOLS

TO

EMPOWER US

(183)

SUPPORT PROJECTS

TO CREATE

EDUCATIONAL SOFTWARE

THAT TEACHES

21

ST

CENTURY SKILLS

(184)

3

GIVE US

GAME-TOOLS

TO

ENGAGE US

(185)

SUPPORT

AND ENCOURAGE

GAME-TOOLS

FOR LEARNING

(186)

“For the first time in

history, students are no

longer limited by their

teachers’ ability and

knowledge.”

– Mark Anderson

(187)
(188)
(189)
(190)

Give us the

21

st

Century

Tools we need!

(191)

www.games2train.com

www.marcprensky.com

www.socialimpactgames.com

www.dodgamecommunity.com

www.gamesparentsteachers.com

www.digitalmultiplier.org

[email protected]

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