Post on 17-Jan-2015
description
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