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Facts

Facts. + Games. + Community engagement. di Gameworks (DIGW) “dig-dub”. It started with an idea:. DevInfo belongs to everyone. Aim. To help adults and children exchange information, media, and analysis about the state of humanity, in an interesting and fun way. Play – Create – Connect.

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Facts

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  1. Facts + Games + Community engagement

  2. di Gameworks(DIGW)“dig-dub”

  3. It started with an idea: DevInfo belongs to everyone

  4. Aim To help adults and children exchange information, media, and analysis about the state of humanity, in an interesting and fun way. Play – Create – Connect

  5. Play

  6. Create

  7. Connect

  8. Why “learning by creating games”? • Learning can be creative and fun (even with serious topics) • Young people can make a real difference in the world right now • Communication and collaboration are essential • It doesn’t feel like school

  9. 2009-2010 Highlights • MacArthur Foundation-funded Digital Media & Learning Grant (July 2009-June 2010) • New web interface development (Sept. 2009 – ongoing) • Collaboration with M-Ubuntu in S. Africa (Jan. 2009) • Collaboration with JAMSTAT (May, 2010)

  10. South Africa

  11. Jamaica

  12. Let’s look at a game or two….

  13. What’s next? • Generate wider and more robust global participation • Support deeper inquiry into data sets • Develop larger “buffet” of games • Integrate more closely with di tools • Foster connections between information and social action, through collaboration with Fractor and other initiatives • Facebook version • Mobile versions

  14. But we see DIGW as part of an even broader vision of evidence-based decision-making

  15. Assumptions • Improving the condition of humanity depends on people taking thoughtful action. Thoughtful actions are based on good decision-making, which in turn are based on good, relevant evidence. We propose calling this “evidence-based decision-making and action.” • If we want consistently valuable actions, they must be taken in the context of evidence-based decision-making. • Each step is complex, and groups and individuals need support in order to do it well, in the form of tools and learning opportunities.

  16. Portfolio of Projects (1) Content-general projects • di GameWorks (information organization and synthesis in the form of games) • The Big Question Research Project (focus on grass-roots information collection) • Peace Chat (focus on decision-making and leadership growth for youth) • Take Action! (focus on collective action and reflection on action)

  17. Portfolio of Projects (2) Content-specific projects • HUMANIZE (immersive role-playing simulations focused on human rights) • Empower the Congo (action to support women’s rights and other humanitarian issues in the Democratic Republic of the Congo) • Youth 4 Conservation (focus on action and artistic expression around environmental issues) • Community Agriculture Network (social networking with focus on sustainable agriculture)

  18. More… Follow links on devinfo.org, or go directly to: http://digw.org Contact: Jeff Kupperman jeff@digw.org

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