Praxis
A step forward in educational games

            David Smith
Year 7 &
   8
Science
David Smith G4C ANZ Presentation
Engagement
   Gap
Games
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
Kids
know a
  bad
 game
91%
Successful
 Games
Successfu
    l
Education
   al
 Games
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
David Smith G4C ANZ Presentation
Proble
  m
Solving
Classroo
m Work
Data
Trackin
   g
Stepping
 Stone
David Smith G4C ANZ Presentation

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Editor's Notes

  • #2: Greet crowdIntroduce self / Quantum / ProjectIntroduce Presentation – Look at the sate of educational gamesLook at what praxis tries to achieve
  • #3: Focus on physicsDemographic importantConceptual for younger – less formulaNot everyone studious
  • #4: More like this kidStigma of being smartKids left behind
  • #5: Something we know is good for usMotivation is still toughExercise
  • #6: Games are great for closing the gapWhy this conference existsBefore start do some research
  • #7: Presented with challengeHow to make funSee too often easy wayCan add experience
  • #8: Can add levels
  • #9: Add money and upgrades
  • #11: Avatar’s
  • #12: Educational game equivalent of farmvilleNot quite a gameSeeks to abuse operant conditioningFeedback loopDopamine
  • #13: http://gigaom.com/2010/02/17/average-social-gamer-is-a-43-year-old-woman/More than ever kids know< 1% of farmville users < 18> 1/5 th of facebook users
  • #14: http://news.yahoo.com/91-percent-kids-play-video-games-says-study-153430432.html91% of kids between 2 – 17 play regularlyMore than ever beforeIncreasingWhat they playing
  • #15: What makes a successful gameHero / bestWhat do they teach / howMemorize hundreds of pokemonBy design?Elements.
  • #16: What makes a successful edu gameIs it the same?Math blaster.Difference?MoneyMarket, adults vs kids
  • #17: MinecraftApproximately 50% of user base teenagers or youngerNew education trendEngagementFlexible
  • #18: Teach with portals initiativeTeacher resourcesExperience
  • #19: Finally to PraxisFew iterationsRPGOpen worldDesign game first – Education too forcedAdventure style
  • #20: Problem solvingTopics behind themPossibly not obviousExtra information non-obtrusiveDon’t need to know stuff
  • #21: Teachers still have jobsThings represented visuallyWork makes you better
  • #22: DataAttemptsTrends
  • #23: Praxis not perfectBeauty of data collectionIterate