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                              career roleplaying program




2008 Copyright © Borghesani
OBJECTIVE. CHANGE FUTURES
Help At-Risk Youth Realize Their Professional Futures




•   Design a Career Roleplaying System that offers students the
    means to experience science, technology, engineering, and math
    (S.T.E.M.) careers.
NEED. FUTURE WORKFORCE
Bridge the Future of Learning with the Needs of the Workforce


                                                                                         IN DEMAND CAREERS
•      Organizations need individuals with “21st Century Skills”
                                                                                         Aerospace Engineering

       •                                                                                 Behavioral Sciences
                 These skills are adaptability, innovation, critical thinking, problem   Biosciences
                 solving, initiative, collaboration, and social awareness                Chemical Engineering
                                                                                         Chemistry
       •         Schools do not teach these skills                                       Civil Engineering
                                                                                         Clinical Medicine

•      STEM education powers our nation’s innovation engine                              Cognitive & Neural
                                                                                         Computer Science
                                                                                         Computational Sciences
       •         Today’s students need learning systems designed for their generation    Ecology & Environment
                                                                                         Electrical Engineering
       •         Achievement in post secondary STEM education must be improved           Geosciences
                                                                                         Immunology
                                                                                         Materials Science
•      Education needs to be relevant to industry                                        Mathematics
                                                                                         Mechanical Engineering
       •         We need to teach with industry tools                                    Microbiology
                                                                                         Molecular Biology & Genetics
       •                                                                                 Naval Architecture
                 We need to expose youth to the world of work
                                                                                         Ocean Engineering
                                                                                         Nanotechnology
       •         Professional scientists, technologists, engineers, and mathematicians   Neuroscience
                 need to participate as coaches and mentors                              Oceanography
                                                                                         Pharmacology
                                                                                         Plant & Animal Science
                                                                                         Physics
                                                                                         Space & Planetary Sciences



2008 Copyright © by T. Borghesani
OPPORTUNITY. GAMER GENERATION
Transform Gamer Intelligence into Professional Competencies



•    The Gamer Generation will dominate the workforce
    •                                                                                Gamer intelligence is
         At 90 million gamers in the United States, this generation is already
                                                                                     remarkably relevant for
         larger than the baby boom                                                   productive citizenship in the
                                                                                     21st century.
    •    Female gamers comprise 39%
                                                                                     Examples include the ability to
•    Commercial video games, industry modeling and                                   read, write, and act within
                                                                                     dynamic systems, to think
     simulation tools can be used as technologies for career                         procedurally within
     exploration                                                                     computationally rich spaces,
                                                                                     to build worlds and navigate

    •                                                                                complex information networks,
         Billions of dollars worth of video game, modeling and simulation
                                                                                     and to engage in collaborative
         technologies can be leveraged to the advantage of minority youth            peer-to-peer learning.

    •    Every industry vertical and every scientific discipline uses modeling and    •
Risk-taking
         simulation tools                                                            •
Critical reflection
                                                                                     •
Collaboration
•    The afterschool market is underutilized                                         •
Meaning creation
                                                                                     •
Non-linear navigation
    •    The parents of 15.3 million children say their children would participate   •
Problem-solving
         in afterschool—if a program were available                                  • Problem definition
                                                                                     •
Innovation
    •    There is no afterschool program for advanced career exploration
SOLUTION. CAREER EXPLORATION
An Exploration System That Helps At-Risk Youth Experience In Demand Careers



•    We combine playing video games with using industry                         Modeling & Simulation Tools

     modeling and simulation tools
    •    Commercial video games offer motivational insight across numerous
         industries and careers

    •    Modeling and simulation tools bring careers to life

    •    Youth play quot;professionalquot; roles, learning 21st century skills and
         building critical career knowledge

    •    Using industry’s tools of the trade–modeling & simulation tools–they
         solve problems by “constructing” answers

•    Our objective is achieved through the operation of four
     program components
    •    Student Career Roleplaying

    •    Educator Career Coaching

    •    Professional Mentor Development

    •    Parent Coaching Workshops
SOLUTION. AUTHENTIC PURSUITS
From the Inspiration of a Favorite Video Game To Becoming An Industry Rock Star




                                              Step Three             Become
                                              Playing “professionals”, youth work on
                                              numerous “real world” industry and
                                              research challenges over the course of
                                              their membership.




                                              Step Two              Discover
                                              Youth learn professional tools in the
                                              context of each game’s backstory
                                                                     Explore
                                              Step One
                                              Youth play an assortment of video
                                              games to gain an understanding of in
                                              demand careers.

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IncredibleMinds Career Roleplaying Program

  • 1. career roleplaying program 2008 Copyright © Borghesani
  • 2. OBJECTIVE. CHANGE FUTURES Help At-Risk Youth Realize Their Professional Futures • Design a Career Roleplaying System that offers students the means to experience science, technology, engineering, and math (S.T.E.M.) careers.
  • 3. NEED. FUTURE WORKFORCE Bridge the Future of Learning with the Needs of the Workforce IN DEMAND CAREERS • Organizations need individuals with “21st Century Skills” Aerospace Engineering • Behavioral Sciences These skills are adaptability, innovation, critical thinking, problem Biosciences solving, initiative, collaboration, and social awareness Chemical Engineering Chemistry • Schools do not teach these skills Civil Engineering Clinical Medicine • STEM education powers our nation’s innovation engine Cognitive & Neural Computer Science Computational Sciences • Today’s students need learning systems designed for their generation Ecology & Environment Electrical Engineering • Achievement in post secondary STEM education must be improved Geosciences Immunology Materials Science • Education needs to be relevant to industry Mathematics Mechanical Engineering • We need to teach with industry tools Microbiology Molecular Biology & Genetics • Naval Architecture We need to expose youth to the world of work Ocean Engineering Nanotechnology • Professional scientists, technologists, engineers, and mathematicians Neuroscience need to participate as coaches and mentors Oceanography Pharmacology Plant & Animal Science Physics Space & Planetary Sciences 2008 Copyright © by T. Borghesani
  • 4. OPPORTUNITY. GAMER GENERATION Transform Gamer Intelligence into Professional Competencies • The Gamer Generation will dominate the workforce • Gamer intelligence is At 90 million gamers in the United States, this generation is already remarkably relevant for larger than the baby boom productive citizenship in the 21st century. • Female gamers comprise 39% Examples include the ability to • Commercial video games, industry modeling and read, write, and act within dynamic systems, to think simulation tools can be used as technologies for career procedurally within exploration computationally rich spaces, to build worlds and navigate • complex information networks, Billions of dollars worth of video game, modeling and simulation and to engage in collaborative technologies can be leveraged to the advantage of minority youth peer-to-peer learning. • Every industry vertical and every scientific discipline uses modeling and • Risk-taking simulation tools • Critical reflection • Collaboration • The afterschool market is underutilized • Meaning creation • Non-linear navigation • The parents of 15.3 million children say their children would participate • Problem-solving in afterschool—if a program were available • Problem definition • Innovation • There is no afterschool program for advanced career exploration
  • 5. SOLUTION. CAREER EXPLORATION An Exploration System That Helps At-Risk Youth Experience In Demand Careers • We combine playing video games with using industry Modeling & Simulation Tools modeling and simulation tools • Commercial video games offer motivational insight across numerous industries and careers • Modeling and simulation tools bring careers to life • Youth play quot;professionalquot; roles, learning 21st century skills and building critical career knowledge • Using industry’s tools of the trade–modeling & simulation tools–they solve problems by “constructing” answers • Our objective is achieved through the operation of four program components • Student Career Roleplaying • Educator Career Coaching • Professional Mentor Development • Parent Coaching Workshops
  • 6. SOLUTION. AUTHENTIC PURSUITS From the Inspiration of a Favorite Video Game To Becoming An Industry Rock Star Step Three Become Playing “professionals”, youth work on numerous “real world” industry and research challenges over the course of their membership. Step Two Discover Youth learn professional tools in the context of each game’s backstory Explore Step One Youth play an assortment of video games to gain an understanding of in demand careers.