The document discusses 5 realities of 21st century living: 1) Unlearning outdated knowledge, 2) Using design thinking to solve problems creatively, 3) Managing time efficiently, 4) Discerning important tech trends from passing fads, and 5) Leveraging gamification to motivate learning and behavior change. It provides examples of each reality and argues that education must adapt to these new realities through techniques like unlearning, interdisciplinary collaboration, prototyping ideas, tracking time use, focusing on ubiquitous technologies, and gamifying the learning process.
20. A man's brain originally is like an empty attic, and you have to stock it
with such furniture as you choose.
!
It is a mistake to think that little room has elastic walls and can distend
to any extent. Depend upon it there comes a time when for every addition
of knowledge you forget something that you knew before.
!
Therefore, one must not have useless facts elbowing out the useful ones.
!
A man should keep his brain-attic stocked with all the furniture that he is
likely to use, and the rest he can put away in the lumber-room of his
library, where he can get it if he wants it.
21. What does unlearning mean for us?
The significant problems we face today cannot
be solved at the same level of thinking we were
at when we created them
Albert Einstein
24. As more of our basic needs are met, we
increasingly expect sophisticated experiences
that are emotionally satisfying and meaningful
⊠design thinking is the tool for imagining
these experiences as well as giving them a
desirable form
Tim Brown
25. Application to education
People are taught what to learn but not how to
learn, and they are slowing educated out of their
innate curiosity and creativity.
Patrick Newell
41. Computer and video games have reached a critical
mass. Our industryâs position is one of the strongest
and most cutting-edge sectors in the U.S. economy.
Michael D. Gallagher, CEO,
Entertainment Software Association
45. Everyone is gaming
Play has moved beyond entertainment
Games are the most elevated form of
investigation. ââAlbert Einstein
46. Gamification
Taking the things that make games engaging and
applying them to the rest of life to drive behavior
Game Mechanics - the procedures
and rules of your game
47. Autonomy
Customization
Choice
!
Mastery
Levels
Challenges
!
Purpose
Giving / Altruism
Narrative
Greater Meaning
!
Status
Leaderboards
Achievements
Social Connections
Suggest similar users
Cooperative âplayâ
!
Rewards
Points
Badges
Achievements
!
Peer Pressure
Peer review / feedback / grading
Boasting / Bragging system
Competitive âplayâ
Avoidance
Lose Points
Lose Status
Game Over
!
Scarcity
Exclusive / Unique Rewards
Reward Schedules
!
Fun!
Quizâs
Competitions
51. Gamification will be used in 25% of redesigned
business processes by 2015, this will grow to more than
a $2.8 billion business by 2016
!
70% of Global 2000 businesses will be managing at
least one "gamified" application or system by 2014
Gartner