The U.S. Department of Education says future of education includes video games in classrooms
With Connexus v3 We have a chance to reinvent education in a way that makes it more relevant to today's student.
"If you look at the life of a student ... a lot of students play on average about 10,000 hours of video games by the time they are graduating high school. That is almost the same amount they are spending in schools, You can imagine a lot of the time which of the two activities they might feel more engaged in..." ERIK MARTIN, THE U.S. DEPARTMENT OF EDUCATION'S GAMES FOR LEARNING LEAD.
What can we ADD to OUR product to not only DIFFERENTIATE us from our competitors, but INCREASE student INTEREST as well as PERFORMANCE, but also REVENUE?
Changing How Students Learn in Connexus
A small interdisciplinary group tasked with researching and developing focused education experiences to supplement curriculum materials. Initially, this group would focus on brainstorming and rapid prototyping of game concepts to present at the end of the month to a leadership board. This board would then rank the ideas each month and after a 3 month period the top concepts would be refined into full games.
This team could come together quickly without the need to hire from the outside. Along with myself, who worked as a Game and Multiplayer Designer, there are several employees on staff with experience in the games industry.
Eventually I would like to see Connexus evolve into an educational gaming platform. Not only would a single course have a score and leaderboard, but there would be a classroom, grade level, school and state leaderboard. Students could feel apart of something and compete for the best scores and grades. Students would also be able to create and customize their own individual "Starvatar". The creation of a "Starvatar" would be the first task each student completes upon registration. This process would be an easy and gradual way to introduce students to the UI of Connexus. Students earn new and unique items not only through tenure, but through the full achievement system that would cover not only courses but achievements in each students' educational journey.
Games are already providing knowledge and skills to the youths of today.
- Problem solving skills and creativity (Minecraft, Super Mario Maker)
- Inspiring interest in history and culture (Assasins Creed, Age of Empires)
- Making friends through common interests
- Encouraging Exercise through imitation (Madden, Skate, Dance Central)
- Share in competition even if they aren't gifted at sports
- Fostering leadership and Teaching Others
My perspective...
I've been surrounded by games my entire life, as a child in the early 80s one of my most vivid memories was when I beat ducktails on the NES. Growing up with games allowed me to have so many unique experiences; I was able to explore foreign lands in the Legend of Zelda, I wanted to take karate because of Kung Fu, and I took an interest in mythology after playing Castlevainia. I love games and they are still a huge part of my life, I would love to be able to make a difference by using games to teach children. One of the main reasons I joined this company 5 years ago was to have the opportunity to change children's lives and how they think of education, I think my proposal could do exactly that.
To most youths, getting good at Halo is easier than getting good at Geometry. The path is simple for Halo, I play with my friends and ask what I am doing wrong and I work to fix that because in the end my friends don't get better unless I get better. On the contrary, asking for help with Math isn't so easy, "smart kids don't need help!" and everyone is smart....right? When I was younger I was embarrassed by the thought of getting a tutor or extra help from a teacher.
"Practice things you're bad at and you'll get better at them"
The above principle is one of those things that seems so obvious I feel a little silly just typing those words, but for me, being able to actually see my time turn into measurable improvement was powerful stuff. I could work with my friends and we could beat anyone, all we had to do was consistently put in work.
Unlike traditional subjects like Math, Science, and History, structured learning environments and resources aren't available for most video games (at least not yet). There aren't any Street Fighter classes to take, no Halo professors holding office hours. With the proper implementation we can encourage kids to WANT to get better at Math, Science and History.
The Proof
"As a teacher, I have never been a fan of video games. Prodigy changed my mind in a hurry. My students talked non-stop about Math, their mental math abilities skyrocketed and their confidence when completing problem solving questions was boosted. Bring on the standardized testing; we're ready for a battle.”
Jeffory Hargrove, Grade 3 Teacher, KPRDSB
Results of Students using the Prodigy Platform:
Schools that were active on Prodigy in the 2013-2014 school year saw large improvements in grade 3 EQAO scores compared to the previous year. Schools with at least one active grade 3 classroom improved by 3.0%, versus a 0.1% improvement for inactive schools. Schools where over 85% of grade 3 students were active on Prodigy saw an 11.6% improvement on EQAO scores compared to the previous year, which was 11.5% higher than inactive schools! The results suggest that along with classroom instruction and proper implementation, Prodigy’s game-based approach to learning can have a positive impact on standardized test scores. Third graders played for just 10 minutes per day, 3 days a week, for 4 weeks. The comparison group’s class received the same materials and the same instruction, but didn’t play the game. The result of playing was a staggering 20.5% improvement after just 2 hours of self-guided play.
"I have always felt in public education that kids' basic skills are slowing them down to understand more complex content," she says. "They're spending too much time trying to remember what nine times six is, but their time should be spent on the more complex math."
Students at Mario Umana Academy are assigned First in Math games as a homework assignment. That way, as they build on basic skills at home, they're able to move on to more advanced math in the classroom - and the results show. According to Montes McNeil, the school's math scores on state tests have gone up substantially, by about 20 to 22 composite performance index (CPI) points. And each year, the scores have gone up on state metrics by five to seven points.
Findings from researchers at NYU and the City University of New York in a study of middle-schoolers.
While playing a math video game either competitively or collaboratively with another player—as compared to playing alone—students adopted a mastery mindset that is highly conducive to learning. Moreover, students’ interest and enjoyment in playing the math video game increased when they played with another student. Their findings, which appear in the Journal of Educational Psychology, point to new ways in which computer, console, or mobile educational games may yield learning benefits
There was a 50% increase in correct answers to standardized tests by students who learned by playing an educational game, since the were exposed to information repeatedly in their attempt to increase score.
Videogames can improve early literacy in 4 and 5 year olds, especially letter recognition and story comprehension.
Kids that played Tetris for 30 minutes a day for three months had a thicker brain cortex than those who didn't.
Action games sharpen vision and help cure Amblyopia aka "Lazy Eye." Some games can do in 1 hour what an eye patch does in 400.
Surgeons that gamed were 27% faster at procedures and made 37% fewer errors compared to those that didn't.
In this study, players played platformers such as Super Mario Brothers for at least 30 minutes a day for 2 months. They showed “significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum.” These are the areas of the brain “crucial for spatial navigation, strategic planning, working memory and motor performance.”
But, what can a game provide that normal lessons can't?
- Student Engagement: Engagement is known to be a significant factor in learning. A well-designed video game creates a deep level of engagement rarely generated in a typical classroom.
- Mindset: Players in a game quickly learn to adopt an iterative approach involving exploratory trial-and-error, reflection on failure, and subsequent adaptation. This results in a positive, “can do” attitude that Stanford researcher Carol Dweck demonstrated has an enormous effect on performance.
- Focused Design: A well designed video game will lead to rapid, deep acquisition of whatever skills are intrinsically required to succeed in the game. A key word in that sentence is intrinsic. In order for a good video game to yield significant learning of X, the game has to be built tightly around X — essentially, the game mechanic has to be a dynamic representation of X.
We already have a Prototype
Myself, Steve Nery, Eric Altvater, Jacob Pierce and Mike Harp already created a working prototype for a Math Platforming game. This game put players in the shoes of the Luchador known as "El Numero", in this game players must make it to the end of the level with the correct amount of Gems to solve the equation.
Cost Breakdown
Employee:
- $800 per PC (that's not high-end stuff, just good enough for the job)
- $150 per monitor (you need 2 monitors per person)
- $40 per mouse & keyboard
- $100 per desk
- $80 per chair roughly
- $1800 in software licenses
- $3250 salary per employee per month
Optional costs:
- Participation at Conventions: About $8,000 total
- Music: About $150 per song, prices vary greatly
- Sound effects: $10 per sound effect, prices vary greatly
That's a very basic overview of the costs to start and run a studio. Obviously, there are ways to reduce these costs. We already have computers and some software available, we could also use open-source solutions. For example, opting to use Blender for 3D instead of 3DS Max.
Purposed Revenue Model
License out as an add-on to Individual or School:
Individual:
- $12.95 monthly
- $59.95 bi-annually
- Up to four students: $19.95 monthly; $99.95 bi-annually
School license:
- $50 per student, per year
- $10,000 per school, per year (unlimited licenses)
People are interested and want this for their students.
DreamBox was able to reel in the funding with stats like 90 percent top line revenue growth last school year and a student user base that has doubled every year since 2011. This year, the platform is being used in all 50 states and by more than 75,000 teachers and 1.5 million students. It administers more than 1 million math lessons per day.”