Having the chance to attend my first Games for Change Festival in NYC was an awesome experience. Thanks to the awesome team at Classcraft not only did I have the chance to listen to some awesome keynotes but I had the chance to talk with other educators and game developers about how Classcraft looks in my classroom.
One of the first Gamified models I saw and began to implement into my classroom was from Philip Vinodradov. His use of levels, individual and team work components made my first steps easier to take, but the most important part of his presentation was that results that he had. Plain and simple - it worked. The disengaged became engaged. The middle range students who knows how to play the "school game" stepped up their level. The high fliers flew higher. Games for Education gave me more research to back up what I have been doing in my classroom for the last 4 years.
I love hearing when what I have been doing in my classroom is justified with research - so here are some of the cool stats, research and takeaways from my day in NYC -
Michael D. Gallagher - President and CEO of Entertainment Software Association -
- 42% of Gamers are Female (love this - I see it everyday in my classroom)
- 24% of Gamers are over the age of 50 - I look forward to raising this stat
- Augmented Reality/ Virtual Reality Games Revenue -
- 0 Billion in 2015
- 13 Billion in 2017
- Projecting 120+ Billion by 2020
Constance Steinkuehler - Awesome Keynote on 10 research students about impact of gaming
- Co-Play OUTPERFORMS individual play - love having my students work together
- 23% Gain over "Traditional Material"
- Reading Gains - when given a CHOICE of text - students identified as struggling readers and "proficient" readers are suddenly on the same level
- The Market and the Research NEED to come together in better ways - this is the way to improve the games I use in my classroom - change and adapt to what the current students NEED