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© Classcraft Studios Inc.
GAMETO LEARN
ShawnYoung
Founder and CEO of Classcraft
© Classcraft Studios Inc.
classcraft.com
facebook.com/classcraftgame
twitter.com/classcraftgame
PROMO CODE
edcrunch2014
© Classcraft Studios Inc.
STATE OF GAMING
• 1 in 3 Russians play video games
• Increase of 6% every year of
women (last 5 years)
• 40% of Russian MMO players
have kids
• 98% of Russians older than 16
own a mobile phone
• Russia is #6 in the world in terms
of mobile gaming
http://www.newzoo.com/infographics/russia-is-the-number-one-pc-gaming-country-in-the-world/
http://www.nielsen.com/content/dam/corporate/uk/en/documents/Mobile-Consumer-Report-2013.pdf
http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
© Classcraft Studios Inc.
GAMES IN
EDUCATION
Gamifying learning
© Classcraft Studios Inc.
CRITICISM
• Behaviorism
• Simple scoring systems
• Emergence of false
conclusions
• Lack of fun
• Competitivity
© Classcraft Studios Inc.
BAD DESIGN,
BAD EXPERIENCE
© Classcraft Studios Inc.
CREATING EXPERIENCES
© Classcraft Studios Inc.
GAMES AND MOTIVATION
• Extrinsic vs intrinsic
motivation
• Internalisation of motivation
• Games as an internalisation
process
© Classcraft Studios Inc.
GAMES AND MOTIVATION (2)
Need fulfilled by video games
• Autonomy
• Competence
• Relation
Motivation in education
• Perception of controlability
• Perception of competence
• Perception of value
Ryan, R. M., Rigby, C. S & Przybylski,A. K., (2006). The motivational
pull of video games: a self-determination theory approach.
Motivation and Emotion. 30, 347-364.
Viau, R. La motivation : condition au plaisir d’apprendre et
d’enseigner en contexte scolaire, 3e congrès des chercheurs en
Éducation, Bruxelles, mars 2004.
© Classcraft Studios Inc.
© Classcraft Studios Inc.
© Classcraft Studios Inc.
CLASSCRAFT GLOBALLY
© Classcraft Studios Inc.
CLASSES
WARRIORS MAGES HEALERS
© Classcraft Studios Inc.
POWERS
© Classcraft Studios Inc.
INTERFACE
© Classcraft Studios Inc.
PARTICULARITIES
• School becomes a designed experienced
• Digital layer on top of real interactions
• Age and subject agnostic
• Gamifies all aspects of student life
• Persistent
• Offers significant rewards and punishments
• Favours a culture of collaboration
• Very easy to use
© Classcraft Studios Inc.
THANKS
classcraft.com
facebook.com/classcraftgame
twitter.com/classcraftgame
PROMO CODE
edcrunch2014

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EdCrunch: Shawn Young, Classcraft

  • 1. © Classcraft Studios Inc. GAMETO LEARN ShawnYoung Founder and CEO of Classcraft
  • 2. © Classcraft Studios Inc. classcraft.com facebook.com/classcraftgame twitter.com/classcraftgame PROMO CODE edcrunch2014
  • 3. © Classcraft Studios Inc. STATE OF GAMING • 1 in 3 Russians play video games • Increase of 6% every year of women (last 5 years) • 40% of Russian MMO players have kids • 98% of Russians older than 16 own a mobile phone • Russia is #6 in the world in terms of mobile gaming http://www.newzoo.com/infographics/russia-is-the-number-one-pc-gaming-country-in-the-world/ http://www.nielsen.com/content/dam/corporate/uk/en/documents/Mobile-Consumer-Report-2013.pdf http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
  • 4. © Classcraft Studios Inc. GAMES IN EDUCATION Gamifying learning
  • 5. © Classcraft Studios Inc. CRITICISM • Behaviorism • Simple scoring systems • Emergence of false conclusions • Lack of fun • Competitivity
  • 6. © Classcraft Studios Inc. BAD DESIGN, BAD EXPERIENCE
  • 7. © Classcraft Studios Inc. CREATING EXPERIENCES
  • 8. © Classcraft Studios Inc. GAMES AND MOTIVATION • Extrinsic vs intrinsic motivation • Internalisation of motivation • Games as an internalisation process
  • 9. © Classcraft Studios Inc. GAMES AND MOTIVATION (2) Need fulfilled by video games • Autonomy • Competence • Relation Motivation in education • Perception of controlability • Perception of competence • Perception of value Ryan, R. M., Rigby, C. S & Przybylski,A. K., (2006). The motivational pull of video games: a self-determination theory approach. Motivation and Emotion. 30, 347-364. Viau, R. La motivation : condition au plaisir d’apprendre et d’enseigner en contexte scolaire, 3e congrès des chercheurs en Éducation, Bruxelles, mars 2004.
  • 12. © Classcraft Studios Inc. CLASSCRAFT GLOBALLY
  • 13. © Classcraft Studios Inc. CLASSES WARRIORS MAGES HEALERS
  • 14. © Classcraft Studios Inc. POWERS
  • 15. © Classcraft Studios Inc. INTERFACE
  • 16. © Classcraft Studios Inc. PARTICULARITIES • School becomes a designed experienced • Digital layer on top of real interactions • Age and subject agnostic • Gamifies all aspects of student life • Persistent • Offers significant rewards and punishments • Favours a culture of collaboration • Very easy to use
  • 17. © Classcraft Studios Inc. THANKS classcraft.com facebook.com/classcraftgame twitter.com/classcraftgame PROMO CODE edcrunch2014