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Friday, April 29, 2011

Sandbox Summit: CHANGING THE GAMES WE PLAY: A LOOK AHEAD

Stacey Matthias, Founder and co-CEO, Insight Kids and Insight Research Group

After 2 days of hearing educators, policy makers, designers, marketers, and researchers talk about why tech is so important in 21st century classrooms, playful ways it can help with learning, the difference between well-designed games and not, and how to stay "real" in a virtual world, this presentation sorted and summarized highlights, ideas, controversies, etc.

TRUTH
It’s about ‘time’. Many of our students are leaving school before it’s time. Also about time in that we have 24 hour mobile access. We have no down time. How do we create ‘snack’ time? How do we power down? Concern about time spent on screens, concerned if it’s time well spent. A notion of time compression – of instant gratification and instant reward. Not being able to wait for reward and impact. People want more time to play together. This passion and desire for play endures.

‘I play my way’. No matter what we do in this industry, kids will always play their way. Devices or games might not be designed in the way that kids end up using it. One kid said that his favorite part of a specific game was testing it.

‘The Truth of Boundary Smooshing.’ There is a boundary smoosh between digital and physical worlds. Smooshing boundaries between playing to learn and learning to play, between formal and informal learning, smooshing of content, smoosh of who is the creator and who is the player. The smoosh of roles – who is the teacher and who is the student? What it means to move forward in a learner centered culture smooshes the boundaries of education and how we learn within it.

POSSIBILITY
A teacher in a classroom creates rules and norms, then the students follow those rules. Used ‘Simon Says’ as a simple example. Then used another example ‘the mirror game’ can give us a glimpse of what learning might be like in 20 years.

This is different to Simon Says in that there’s no competition, no interruption, it’s intimate, you need to work with your team member, it’s more creative, you have more control. It’s a moment of mutual expression.

The presenter learned this game working with special needs kids who have autism. Encourages kids to make eye contact and tune in to another person’s body language and movement. Also very powerful for grown-ups in the work environment. Says it’s also a metaphor for the possibilities of where we see technology and learning as we have this ‘boundary smoosh’ between the teacher, the creator, the learner, the user.

What’s the hope for how tech will transform kids lives? Some of the people in this presentation said:
- help transform kids lives
- break down barriers
- support each child’s learning
- to make connections
- to give new opportunities
- to accelerate path to be literate citizens
- to allow them ot be producers, not just learners
- to individualize an adaptive learning
- pursue and deepen their interests and passions
- tech will encourage kids to imagine, create and engage
- improve quality of childhood minutes
- tech will bring kids across the world
- help become more aware of opportunities in their lives and make them happen
- helps them become engaged global thinkers
- become collaborative and creative thinkers

How can we play at the edge of innovation and invention?
What is the pop up book of the future?
How can we help kids favore the savor?
How can we help kids move beyond the screen and into the world?
What will be the next apache and Wikipedia?
How do we create flow experiences for learning?
How do we create a LPS? (learning positioning system?)
How do we make learner centered design feasible on a large scale?
How do we reward kids at school for creativity?
How can gestural interfaces help all kids, including those with disabilities?
How does smart design mitigate the pitfalls of tech?
How do we integrate formal and informal learning?
Mine all this mega data and make meaning from it
How can we close gap between kids parents and schools?
What is the difference between process and product?
How do values manifest in the tech that empowers and eduates kids?
Create the playground of the future?


SUMMARY: As industry leaders, creators, producers we must look to:
Face our fears
Clarify our intentions
Play with passion
Trust yourself and your collaborators.
Trust kids.

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