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Games for Mastery
Games for Mastery



 The psychology of learning matters
Thanks to globalization, driven by modern
communications and other advances,
workers in virtually every sector must now
face competitors who live just a mouse-
click away.... Without a renewed effort to
bolster the foundations of our
competitiveness... the nation’s children
could face poorer prospects than their
parents and grandparents did.
Rising above the gathering storm,
National Academies’ Committee on Science, Engineering, and Public Policy (2006)
50% of Hispanic, and African American
    students don’t complete high school
33% of students overall leave before
    completing school
50% left because classes were boring and
    irrelevant to career goals
66% said school did not motivate them to
    work hard
80% said more “real world” opportunities
    might have kept them in school
    Bridgeland et al. (2006)
In the digital age
  of global competition,
learning to think means
 learning to think about
      with technology
In the digital age
    of global competition,
  learning to think means
   learning to think about
 complex problems that a
computer alone or a person
     alone cannot solve
What does


mastery
   mean?
C
ulture
C
ulture
C
ulture
C
ulture
C
ulture
C
ulture
E
pistemic   F
           rame
Games are cultures
The environmental
      factors within
      MMORPGs can be


75%   applied to enhance
      leadership
      effectiveness for the
      globally integrated
      enterprise
The skills and
      techniques of the
      gaming leader


61%   cannot be
      transferred directly
      to the leadership of
      the virtual
      corporation
30 + 10 = ____

Find the sum
BASIC SKILLS
BASIC FACTS
We value what we can
      measure
             —Don Norman
We^value what we can
      measure
http://www.abcgallery.com/K/kandinsky/kandinsky45.html
4.08
http://www.abcgallery.com/K/kandinsky/kandinsky45.html




                      3.57
I would set up a experimental ultrafiltration
membrane and test the surfactants.
First you have to set up a controlled
experiment with no carbon nanotubes.
Record how membrane fouling acts upon the
membrane with no carbon nanotubes. Then,
slowly increase the carbon nanotube
percentage with each experiment and
compare them to the controlled experiment
along with all the experiments before it. You
should then be able to figure out what
percentage is most effective.
First you have to set up a controlled
experiment with no carbon nanotubes.
Record how membrane fouling acts upon the
membrane with no carbon nanotubes. Then,
slowly increase the carbon nanotube
percentage with each experiment and
compare them to the controlled experiment
along with all the experiments before it. You
should then be able to figure out what
percentage is most effective.
Skills   Knowledge   Identity   Values   Epistemology
Skills   Knowledge   Identity   Values   Epistemology
Player 1: Good Morning
Player 2: Hello everyone, is this
          chat with our new
          group now?
Player 1: I think so
Player 3: Probably
Player 1: Good morning new
          team. I excited to work
          with with everyone.
Player 4: hey
Player 1: We are meeting and
          currently discussing
          our various materials.
Player 1:   We ranked the different
            materials based on the
            device specifications and
            our experimental data.
Player 2:   And we just need to
            decide on the 5th team
            experimental device.
Player 3:   We looked at… how the
            cost changed with each
            matieral while controling
            everything else
Player 4:   hey team, I am going to
            post the rankings of the
            membranes as a public
            document so everyone
            can see it.
Product
Professionalism




   Product
Professionalism   Design




   Product
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Professionalism    Design




   Product        Materials
Trajectories of Mastery
Professionalism    Design




   Product        Materials
Trajectories of Mastery
Professionalism    Design




   Product        Materials
Trajectories of Mastery
Professionalism    Design




   Product        Materials
G
T
ames to

each
G
C
ames are

    ultures
G
C
ames can create

    ultures of innovation
Professionalism    Design




   Product        Materials
T
O
heory

    ne
T
O
heory
         “learning by knowing”
    ne
T
T
heory

  wo
T
T
heory
        “learning by connecting”
  wo
T
T
heory

  wo
T
   T
         heory

             wo



http://epistemicgames.org
T
   T
         heory

             wo



http://epistemicgames.org
Professionalism    Design




   Product        Materials

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David Williamson Shaffer: Epistemic Games (Paris juin 2011)

  • 2. Games for Mastery The psychology of learning matters
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  • 4. Thanks to globalization, driven by modern communications and other advances, workers in virtually every sector must now face competitors who live just a mouse- click away.... Without a renewed effort to bolster the foundations of our competitiveness... the nation’s children could face poorer prospects than their parents and grandparents did. Rising above the gathering storm, National Academies’ Committee on Science, Engineering, and Public Policy (2006)
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  • 6. 50% of Hispanic, and African American students don’t complete high school 33% of students overall leave before completing school 50% left because classes were boring and irrelevant to career goals 66% said school did not motivate them to work hard 80% said more “real world” opportunities might have kept them in school Bridgeland et al. (2006)
  • 7. In the digital age of global competition, learning to think means learning to think about with technology
  • 8. In the digital age of global competition, learning to think means learning to think about complex problems that a computer alone or a person alone cannot solve
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  • 17. E pistemic F rame
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  • 35. The environmental factors within MMORPGs can be 75% applied to enhance leadership effectiveness for the globally integrated enterprise
  • 36. The skills and techniques of the gaming leader 61% cannot be transferred directly to the leadership of the virtual corporation
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  • 38.
  • 39. 30 + 10 = ____ Find the sum
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  • 48. We value what we can measure —Don Norman
  • 49. We^value what we can measure
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  • 65. I would set up a experimental ultrafiltration membrane and test the surfactants.
  • 66. First you have to set up a controlled experiment with no carbon nanotubes. Record how membrane fouling acts upon the membrane with no carbon nanotubes. Then, slowly increase the carbon nanotube percentage with each experiment and compare them to the controlled experiment along with all the experiments before it. You should then be able to figure out what percentage is most effective.
  • 67. First you have to set up a controlled experiment with no carbon nanotubes. Record how membrane fouling acts upon the membrane with no carbon nanotubes. Then, slowly increase the carbon nanotube percentage with each experiment and compare them to the controlled experiment along with all the experiments before it. You should then be able to figure out what percentage is most effective.
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  • 72.
  • 73. Skills Knowledge Identity Values Epistemology
  • 74. Skills Knowledge Identity Values Epistemology
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  • 76.
  • 77.
  • 78.
  • 79.
  • 80. Player 1: Good Morning Player 2: Hello everyone, is this chat with our new group now? Player 1: I think so Player 3: Probably Player 1: Good morning new team. I excited to work with with everyone. Player 4: hey Player 1: We are meeting and currently discussing our various materials.
  • 81.
  • 82. Player 1: We ranked the different materials based on the device specifications and our experimental data. Player 2: And we just need to decide on the 5th team experimental device. Player 3: We looked at… how the cost changed with each matieral while controling everything else Player 4: hey team, I am going to post the rankings of the membranes as a public document so everyone can see it.
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  • 84.
  • 86. Professionalism Product
  • 87. Professionalism Design Product
  • 88. Professionalism Design Product Materials
  • 89. Professionalism Design Product Materials
  • 90. Professionalism Design Product Materials
  • 91. Professionalism Design Product Materials
  • 92. Professionalism Design Product Materials
  • 93. Professionalism Design Product Materials
  • 94. Professionalism Design Product Materials
  • 95. Professionalism Design Product Materials
  • 96. Professionalism Design Product Materials
  • 97. Professionalism Design Product Materials
  • 98. Trajectories of Mastery Professionalism Design Product Materials
  • 99. Trajectories of Mastery Professionalism Design Product Materials
  • 100. Trajectories of Mastery Professionalism Design Product Materials
  • 102. G C ames are ultures
  • 103. G C ames can create ultures of innovation
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  • 107.
  • 108. Professionalism Design Product Materials
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  • 111. T O heory ne
  • 112. T O heory “learning by knowing” ne
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  • 115. T T heory “learning by connecting” wo
  • 117. T T heory wo http://epistemicgames.org
  • 118. T T heory wo http://epistemicgames.org
  • 119. Professionalism Design Product Materials