Frederik G. Pferdt Rotating Header Image

Business Idea - Game Based Learning

Short business plan developed at the e-Boot Camp at BASES (Business Association of Stanford Entrepreneurial Students) last week.

"Started in 2009, the Entrepreneurial Boot Camp is a week-long intensive program that provides participants with an intimate knowledge of the processes and challenges that any entrepreneur will face. Through this program, participants will acquire the management and leadership skills necessary to excel in a business environment. Topics covered include:
Ideas, Creativity and innovation; Evaluating Ideas - The Venture Capitalist Way, Implementing and Idea, Market Dynamics and Customer
Development, Entrepreneurial Finance; Getting Financing, Venture Capitalists, and Business Plan. "

Rock Games - EXECUTIVE SUMMARY

Mission

Use the leverage of addictive gaming to inspire teenagers about problems in science, technology, engineering and mathematics (STEM).

The Challenges

One current challenge of education is to attract K-12 students towards science, technology, engineering and mathematics. Computer games are excellent at their most captivating users. However, the attention span in computer games is rarely used to inspire interest in the complex scientific and engineering problems . Why not use the leverage of addictive games to get teenagers hooked on mathematics, science and engineering?

Our Solution

Rock Games aims at developing game scenarios that emuLate complex scientific and engineering problems while creating an addictive educational experience. The problems used in our games come directly from our partner research institutions and industries, which participate in the agile development of The Game rules. Our games will be continuously updated based on current research findings and on the solutions found by the players. The research partners will be featured in the tutorial videos that explain the core concepts relevant to The Game scenarios. Players are encouraged to participate on the community forum to collaborate with peers to share strategies and insights. We ENVISION our games being used as tutoring tools and support for curricular activities.

Our Impact

Through our games, teenagers are not only hooked on STEM problems, but they then apply their Scholastic learning to real world problems. As a result, our customers have an opportunity to improve their knowledge while understanding the significance of class material with a global perspective. In turn, the research community can use The Game results and feedback from The Game community to educate, gain insights and revise the models.

Financial Model

Games Rock has three main revenue streams. First, we collect subscription fees from our customers who receive a knowledge edge and can potentially increase their performance in class. Second, we collect fees from our research partners, who use our games as a compelling recruiting tool and marketing to attract the next generation of talents. Third, we collect marketing fees from media companies to advertise support for relevant material. After the first three years of release, we aim at capturing one percent of the World of Warcraft subscribers which corresponds to over one million users, and over $ 1 billion in revenue.

Team

G. Pferdt spring is a research assistant, lecturer and advanced Ph.D. candidate at University of Paderborn and a visiting scholar at the Center for Design Research at Stanford. Leticia Britos is an advanced Ph.D. candidate from the School of Medicine, with experience in teacher training and curriculum development. Shinozaki John is a master's student in Mechanical Engineering with a focus in design and entrepreneurship. Karl Axel Strang is a PhD student at Stanford University in the Department of Aeronautics and Astronautics.

Let's rock education! 8-)

Inmnovationsentwicklung live!

The morning hours last week were devoted to each of "innovation development live." The 24 hours of the Design Thinking Design Challenge All Star team here at the Stanford d.school students with HPI in Potsdam was thought of as an innovation laboratory in which, within 24 hours of new ideas and solutions for products and services in the IT field jointly, in the globally distributed teams, should be developed.

"IT human do" - with this claim are the two institutions from Potsdam and the Silicon Valley at CeBIT at the start and it was gone with the innovative method "Design Thinking", in every fair on the subject Webciety, IT Security, Green IT e-learning, e-government and e-Health solutions developed. CeBIT guest spot could live to join and comment on (https: / / www.d-school-blog.hpi-web.de) and daily live video and learn how to see the new ideas come.

We here at Stanford started the day by offering a first indication about the problem in the form of role-plays with potential users, the design steps that the team has completed and the first prototypes (via Skype video) by the team at CeBIT were delivered.

We then had a few hours time, the steps of the design thinking process to go through such as the problem to explore the knowledge of users here to try to iterate, perform searches, brainstorming, developing prototypes and experience with these prototypes test and in a short video to document our results and then back to Germany to surrender.

The teams of the HPI presented the next morning in Germany to their status, under the motto "live innovation development", the overall results to the audience at the fair and the process as to these results has come.

The innovation tasks to the days of the fair were:

Tuesday, 3 March 2009:
Webciety - balance between work and private life
How could we allow the stress of professionals in the "always on" era reduced?

Work Life Balance
How might we reduce (social) areas of stress of professionals working in an "always on" society?

Wednesday, 4 March 2009:
IT Security - Protection of privacy
How can we help employees at work, their private data to protect?

IT Security - Privacy Protection
How might we help employees to protect their privacy in a corporate environment?

Thursday, 5 March 2009
Green ICT - Home Energy Saver
How could we allow households to make green IT solutions?

Green ICT
Green home appliances
How might we enable people to make use of GreenIT-solutions in their households?

Friday, 6 March 2009
E-Learning - Digital Communications in the Classroom
How could we reach students that their cell phones and other mobile devices in the classroom
integrated?

E-Learning - Mobile Classroom
How might we integrate personal mobile devices in class?

The Design Thinking Process of tasks from Tuesday to Friday and the solutions of the Design-All-Star teams will be shown in these videos:

Check them out!

Day 1: Webciety

Day 2: IT Security

Day 3: Green ICT

Day 4: E-Learning

The intensive and especially fun-making experience, such as in a team in a limited time to explore a problem, users to interview, to generate ideas, develop prototypes and test were the one lernreiche experience and gave me the other showed that in particular we must try future ideas to develop at the interface between the globally distributed teams start to an effective exchange that is also held with development density.

Quite true to the motto: Do not wait - innovate!

Design thinking ...

Design Thinking is evolving into a multidisciplinary approach, which I think also for innovative teaching learning could be applied. Thinking of the design process here at the d.school and the Center for Design Research consists of the following phases:

Design Thinking:

Very vividly and with some entertainment value, this 3-part documentary, which is Design Thinking in the "practice" means. Developed and in his company IDEO used successfully, said David Kelley was the philosophy of his approach. Sit back and enjoy:

Applied to educational institutions and innovative teaching and learning, IDEO presents some ideas on which is worth trying to understand ...

(Please click to open the document)

Above all, I find that the approach of early prototyping and enormous creative potential, for example, when teaching new concepts would like to develop, or even a little further thought: Schools and universities to re-design. " Perhaps a sustainable concept for teaching at universities would be the students with practical problems from schools or businesses to confront them and the environment available in which they practice together with the creative partners and co-operative concepts and develop prototypes. In the approaches LearnLab Mediendidaktik shown that this idea certainly motivate students.

David Kelley, CEO and founder of IDEO, is a member of the d.school and former student of my supervisor Larry Leifer. He presents his ideas next week in our weekly group meeting DesignX before. I am curious ...

Impressions from the HPI - Stanford Design Thinking Research Workshop

Here are some impressions from the the 2nd Community Building Workshop (February 2nd until February 4th 2009) which has taken place at the Stanford Park Hotel. Representatives of the Hasso Plattner Institute in Potsdam and the team of the Center for Design Research presented their research work and we worked in different workshops on "Design Thinking" topics. Hasso Plattner, founder of SAP, joined us for a discussion session.

A really cool design challenge took place during the evening program at San Francisco. Groups of five to six persons were asked to take "creative" pictures with Polaroid cameras at Pier 39 in a "Treasure Quest". Points were given for "humor" and "creativity". Rules were, that the "points of interest" had to be chosen from a list (eg barking sea lions or Red IKEA couch) and every team member had to be part of the picture.

A really smart and funny concept for conferences or workshops to explore the city and to improve team skills.

The Treasure Quest was followed by dinner on the Wharf at San Francisco ...

Creative work environments uncovered

The d.school and the Center for Design Research, my current work here at Stanford, and others are characterized by an innovative work environment that has the creative process for concept and product regelrecht promotes. In particular, teachers will find an environment that they are new models of teaching and learning can develop. Perhaps this would be an idea for German universities, schools and businesses?

Area names such as: "the room Huddle" "the white room" chat room "" room prototyping "" call center "" ad-hoc workspaces "and" the guru room "speak for themselves and show how an environment of creative and collaborative processes to support can.

The vision of d.school:

"We want the d.school to be a place for Stanford students and faculty in engineering, medicine, business, the humanities, and education to learn design thinking and work together to solve big problems in a human centered way.

We want it to be a place where people from big companies, start-ups, schools, Nonprofits, government, and anyone else who realizes the power of design thinking, can join our multidisciplinary teaching, prototyping, and research.

d.school is an innovative collaborative space where d.school faculty, students, and other design partners can live and work together on collaborative projects "

Here are some impressions from the d.school and our K-12 Lab Project:

The LearnLab Mediendidaktik goes online

The development of innovative learning environments using Web 2.0 and Social Media is the media LearnLab of Education Chair of Business Education at the University of Paderborn as a goal (like here and here have been reported). In LearnLab will be - in the spirit of Web 2.0 - the "User-generated content" is set. These are the "User" the students who created a learning environment where it is videos and articles about "learning with Web 2.0" can produce cooperatively. The functions come directly from a current research context, for the students as advisors mediendidaktische act. What they have developed is not only very appealing, but also exciting and lavishly prepared. Choose their own favorites:

LearnLab Media Didactics

The didactic approach behind the LearnLab Mediendidaktik by Prof. Kremer and I developed in recent years and may be here, "nachgehört" and also "read" are: e-teaching.org "Web 2.0 in Teaching Special" A detailed theoretical Verschriftlichung "learning by design" approach and the practical prototype is planned ... We have students of LearnLab media currently in the process of teaching, videos and notes on the topic "Promoting Individual" for a real research project to develop. The "Educational change is therefore more!

Educational change!

Full commercial impression to my mind in the right direction!

via (e-Learning Blog)

Innovative Learning Design with Web 2.0

The BWP @ Issue No. 15 in December focuses on the theme: Media in the training. With Web 2.0. ERP & Co. to new learning? And displays so that current (or rather future) developments in education. A contribution by Mr. Kremer and I see the title "Social Media Design - foundation, construction forms and design attributes of a design-oriented education"

"In the second section, Learning with media: variations and models' will focus on didactic-methodological concepts addressed. KREMER / PFERDT show against the background of developments in vocational education, Social Media design a didactic concept for the use of collaborative technologies in Vocational Education "

Abstract:

" 'Technology and education" usually means inventing new gadgets to teach the same old stuff in a thinly disguised version of the same old way "writes Seymour Papert of the MIT the 1971st A larger "gadget" and far-reaching media and social developments, the changing use of the Internet under the terms Web 2.0 and Social Software dar. Nearly all areas of life in our society are references to the debate on. There is talk of new forms of participation and cooperation, other ways of representation, its own identity and potential changes in the information search and provision. So far this has not yet changed the way in which educational institutions and found the new concepts of education is only up to individual agencies, with the result that innovative approaches to the design of learning so far in vain searches. The use of options, opportunities and problems, professional learning with social software to make this contribution should be focused. Within this framework, besides a basic approach to Social Media and the determination of potential for teaching and learning for modeling an item of media as tools in developing a competency-based education work and demonstrated empirically documented. Implications for competency-based learning designs with Web 2.0 and Social Software experienced thus a foundation and an initial formulation.

The total contribution can be found for download here:

User generated videos - a guide

A very impressive video guide, the Swiss produced television and made available online. In the era of "user generated content a la YouTube, a good guide for all those private videos, professionally or for our" LearnLab Mediendidaktik "or it will produce at least souvenirs. He does really like to video production - if you understand "Swiss German" ...

"Video Guide - Learn how to film! SF launched its first interactive video: an online course with Mona Vetsch and video journalist (VJ) Martin Schilt, Felix Karrer, Christoph Müller and Daniel Puente. The SF professionals teach the basics of video filming, deepen them with tips and tricks from their long-standing professional experience and to motivate myself to film - practical, witty, instructive. Ambitious beginners or videographers, their first experience and mistakes are already behind them, will find the basics of video filming up to the refined technique of the 5-shot coverage much basic knowledge and know-how. "

Feed the fish ...

and relax!

please click on the image
(Viewed in Education & Media)