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GAMES FOR CHANGE: CASE STUDIES        Michelle Byrd, Asi Burak  August 31, 2012
Case #1:Games in the  classroom
iCIVICS  REACH (since August 2009):  - 1.2 million players  - 12,000 classrooms  - 50 states and Washington DC  EVALUATION...
Case #2:   Games in thedeveloping world
FREEDOM HIV / AIDS REACH: - 67 million devices - 10.3 million play sessions - India and 6 East African countries EVALUATIO...
Case #3:Direct action       games
FREE RICE  HOW DOES IT WORK?  A multiple choice quiz, for every question you get correct,  10 grains of rice are donated t...
Case #4:The power of   the many
FOLD IT  TIME MAGAZINE:  [In only 10 days,] U.S. gamers … have helped unlock the  structure of an AIDS-related enzyme that...
Case #5:        Youthmaking games
C++    College/Professional                     Commercial      High            Modding    School              Tools    Mi...
NATIONAL STEM CHALLENGE
SCHOLASTIC ART & WRITING AWARDS
Case #6: Evaluation &brain research
RE-MISSION CONCLUSIONS: The video-game intervention significantly improved treatment adherence and indicators of cancer-re...
RE-MISSION BRAIN RESEARCH: Several key brain regions were activated when playing Re-Mission, including neural structures i...
Your Game Here_
www.gamesforchange.orgmichelle@gamesforchange.org // @mbyrd  asi@gamesforchange.org // @aburak
Games for Change Case Studies
Games for Change Case Studies
Games for Change Case Studies
Games for Change Case Studies
Games for Change Case Studies
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Games for Change Case Studies

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Games for Change Case Studies

  1. 1. GAMES FOR CHANGE: CASE STUDIES Michelle Byrd, Asi Burak August 31, 2012
  2. 2. Case #1:Games in the classroom
  3. 3. iCIVICS REACH (since August 2009): - 1.2 million players - 12,000 classrooms - 50 states and Washington DC EVALUATION: - 78% of students gained a better understanding of how their government worked. - 47% continued playing at home for fun!
  4. 4. Case #2: Games in thedeveloping world
  5. 5. FREEDOM HIV / AIDS REACH: - 67 million devices - 10.3 million play sessions - India and 6 East African countries EVALUATION: - Significant increase in learning - Changes in attitude and safer sex practices
  6. 6. Case #3:Direct action games
  7. 7. FREE RICE HOW DOES IT WORK? A multiple choice quiz, for every question you get correct, 10 grains of rice are donated to the World Food Programme. ON A DAILY BASIS: - 8 million page views - 45 million grains of rice: enough to feed 2,500 people
  8. 8. Case #4:The power of the many
  9. 9. FOLD IT TIME MAGAZINE: [In only 10 days,] U.S. gamers … have helped unlock the structure of an AIDS-related enzyme that the scientific community had been unable to unlock for a decade. The solution represents a significant step forward in the quest to cure retroviral diseases like AIDS. September 9 2011
  10. 10. Case #5: Youthmaking games
  11. 11. C++ College/Professional Commercial High Modding School Tools Middle SchoolElementary School Game Design Programming Scaffolded / Constrained Un-scaffolded / Unconstrained
  12. 12. NATIONAL STEM CHALLENGE
  13. 13. SCHOLASTIC ART & WRITING AWARDS
  14. 14. Case #6: Evaluation &brain research
  15. 15. RE-MISSION CONCLUSIONS: The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. August 2008 edition of the medical journal Pediatric.
  16. 16. RE-MISSION BRAIN RESEARCH: Several key brain regions were activated when playing Re-Mission, including neural structures involved in emotion and motivation, and learning and memory… 10th International Congress of Behavioral Medicine (ICBM)
  17. 17. Your Game Here_
  18. 18. www.gamesforchange.orgmichelle@gamesforchange.org // @mbyrd asi@gamesforchange.org // @aburak

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