ties presentation by gabe zichermann on education, games and gamification

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kids, games & gamification gabe zichermann @gzicherm

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The slides from the keynote I delivered at TIES in Minneapolis in December, 2011

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Page 1: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

kids, games & gamification

gabe zichermann@gzicherm

Page 2: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

CC FLICKR.COM/COMMANDERTOM

Page 3: TIES Presentation by Gabe Zichermann on Education, Games and Gamification
Page 4: TIES Presentation by Gabe Zichermann on Education, Games and Gamification
Page 5: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

CC FLICKR.COM/COMMANDERTOM

Page 6: TIES Presentation by Gabe Zichermann on Education, Games and Gamification
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1987WAS A LONG TIME AGO

Page 8: TIES Presentation by Gabe Zichermann on Education, Games and Gamification
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PARTIAL CLIENT LIST

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GAMES WILL HELP KIDS

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WHO REALLY NEEDS HELP?

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GAMES MAKE KIDS TOO HYPER

GAMES DON’T TEACH THE RIGHT KIND OF ATTENTION SKILLS - SUSTAINED, NO REWARD

DR CHRISTOPHER LUCAS, NYU

CHILDREN HABITUATED TO GAMES MAY FIND THE REAL WORLD UNDERWHELMING, UNDERSTIMULATING

DR. DIMITRI CHRISTAKIS, UW

Page 15: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

OR, OUR WORLD IS TOO SLOW

Page 16: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

MULTITASKING TO THE MAX: WOW

CHAT VOICE

CHAT TEXT

OPERATE CHARACTER

MANAGE: SHORT-TERM OBJECTIVE

MANAGE: LONG-TERM OBJECTIVES

MANAGE INTERRUPTS

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Page 17: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

JUGGLING FOR NEUROPLASTICITY

MAY ET AL - 2004-2008 -- JUGGLING FOR 12 WEEKS MARKEDLY INCREASES GREY MATTER.

THE ACT OF LEARNING NEW THINGS IS THE TRIGGER, NOT PERFORMANCE.

MULTILINGUAL CHILDREN HAVE MORE GREY MATTER, 15% BETTER STANDARDIZED TEST PERFORMANCE OVERALL

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Page 18: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

INCREASING FLUID INTELLIGENCE

SEEK NOVELTY

CHALLENGE YOURSELF

THINK CREATIVELY

DO THINGS THE HARD WAY

NETWORK Andrea Kuszewski

Page 19: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

EXPONENTIAL INCREASE IN LEARNING

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FLYNN EFFECT: RISING IQSINCE 1990:

CRYSTALLINE INTELLIGENCE - STABLE OR FALLING

FLUID INTELLIGENCE - RISING & RISING FASTER

Page 21: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

GAMES ARE WIRED TO PRODUCE PLEASURE

THE MOTIVATION TO PERSEVERE (IN GAMES) IS THE BRAIN SEEKING ANOTHER SURGE OF DOPAMINE -- THE FUEL OF INTRINSIC REINFORCEMENT.

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Judy Willis MD

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DOPAMINE: THE WONDER DRUG

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TRAINING

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COLLECTIVE CHANGE IS EXPONENTIAL INDIVIDUAL CHANGE IS LINEAR

COPYRIGHT TIME INC

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DESIRE

MASTERY

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DESIRE

INCENTIVE

CHALLENGE

ACHIEVEMENT/REWARD

FEEDBACK

MASTERY

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DESIRE

INCENTIVE

CHALLENGE

ACHIEVEMENT/REWARD

FEEDBACK

MASTERY

}SOCIAL

BEHAVIOR LOOP

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REINVENTING THE WORLD, G-STYLE

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Gamification is: the process of using game thinking and game mechanics to solve

problems and engage users

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ANANTH PAI - GAMIFIED LEARNING

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NISSAN LEAF

FORD FUSIONTOYOTA PRIUS

AUTOMOTIVE GAMIFICATION

HONDA INSIGHT

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RYPPLE, DUEPROPS

FEEDBACK, GOALS & 360 EMPLOYEE ENGAGEMENT

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PHOTO COURTESY OF DPSTYLES FROM FLICKR

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http://bitly.com/oZhlte

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BARTLE’S PLAYER TYPES

ACTING

INTERACTING

PEOPLE ENVIRONMENT

KILLERS

SOCIALIZERS

ACHIEVERS

EXPLORERS

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STATUSACCESSPOWERSTUFF

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OUR FUN FUTURE

FASTER PACED REWARDS EVERYWHERE COLLABORATIVE PLAY MORE GLOBAL

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THE KIDS ARE ALRIGHT

Page 43: TIES Presentation by Gabe Zichermann on Education, Games and Gamification

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go play!

gabe zichermann @gzicherm

gamification.co