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Dan White, CEO, Filament Games Lisa Carmona, SVP Product Portfolio, McGraw-Hill Education This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School. Widespread adoption of a curriculum with digital and game-based content at the core is still in its infancy. To help teachers improve results in STEM education, McGraw-Hill Education partnered with Filament Games to create Inspire Science, a digital curriculum with games at its core. Hear Lisa Carmona, McGraw-Hill Education’s SVP of Product Portfolio, and Dan White, Filament Games CEO, share the impetus, strategy, and outcomes of designing a digitally-focused curriculum with serious gaming. Session attendees will also learn about McGraw-Hill Education’s strategy for sustaining digitally-focused content and how they see the marketplace evolving.
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Dan White white@filamentgames.com Lisa Carmona lisa.carmona@mheducation.com GAME-BASED LEARNING FINDS A PLACE IN CORE CURRICULUM Serious Play Conference, July 2016
For our discussion today… 1. McGraw-Hill Education’s research led to a bold move 2. Filament Games brought expertise and innovation 3. What’s next for game-based learning in core curriculum? 2
My school/class can’t afford a game subscription or equipment. I use digital and traditional games in my classroom. I don’t know how to choose the best games for my learning targets. We use laptops, tablets, and interactive whiteboards in our classroom. Games help develop important 21st century skills. Digital games increase motivation and engagement.
A business plan for game-based learning in core curriculum Our decision-making process – Technology access (frequency and duration) – Next Generation Science Standards – Teacher readiness – Filament partnership 5
The Future of Game-Based Learning in Core Curriculum User feedback • Early users • Media attention 8