Digital Winners 2013: Rolf assev digital winners

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Digital Winners 7-8 November: Gamification of learning, Rolf Assev

Transcript of Digital Winners 2013: Rolf assev digital winners

Innovation in school

November 2013

rolf@startuplab.no

GAMIFICATION OF LEARNING

The last 300 years have

changed all industries…..

….all - but one industry…..

Teacher Class room Books

3 TIMES MORE IN FEDERAL SPENDING/STUDENT

RESULTED IN ZERO INCREASE IN ACHIEVEMENT

Return on Education:

Driving down costs

while

increasing access

and

producing better outcomes…..

Deborah Quazzo

There must be a way

”I WANT MY STUDENTS TO ENJOY LEARNING”

Jean-Baptiste Huynh,

Math teacher,

co-founder and CEO

LEARNING LEARNING

LEARNING

LEARNING

LEARNING

LEARNING

Teach others: 90 % Practice by doing: 75 %

Discussion Group: 50 %

Demonstration: 30 %

Audio/Visual: 20 %

Reading: 10 %

Lectures:

5 %

LECTURES ARE THE WORST WAY TO LEARN…

40.000 EDUCATIONAL GAMES

DRAGONBOX – HOW IT WORKS

DRAGONBOX – HOW IT WORKS

DRAGONBOX – HOW IT WORKS

DRAGONBOX – HOW IT WORKS

WINNING INTERNATIONAL AWARDS

ALGEBRA CHALLENGE IN WASHINGTON

BIGGEST CHALLENGES

FOR

INNOVATION IN SCHOOL

THE PRE COMPUTER GENERATION

INNVOATION WILL NOT COME FROM WITHIN

• No culture for failing in school

• Think outside the box

• Anti-for profit attitude

• Innovation comes when you put people in the same

room with different backgrounds and expertise

BIGGEST OPPORTUNITY

FOR

GAME BASED LEARNING

TRENDS

• The Game Boy Generation of teachers are taking over

• All schools have hardware – but lack solid content

• Bring Your Own Device concept adoption by schools

• VC money is looking for Ed Tech

WITHIN TWO YEARS

– PADS HAVE TAKEN OVER FROM THE BOOKS

Thanks

Rolf Assev

Chairman and Janitor

WeWantToKnow AS

rolf@wewanttoknow.com