Learning to Love Fun Again: Education & Training the Gamified Way
Moderator: David Samuelson, Pearson
NT Etuk, Tabula Digita
Mike Fulkerson, Rosetta Stone
Keith Smith, BigDoor
Anthony Zolezzi, Greenopolis
David Park, Beat the GMAT
Traditional education already has many game mechanics at play: scores give points for academic achievement, students level up through grade levels, finals represent a stressful boss level of all you’ve learned so far. The problem is that so far, the game has been designed poorly. Gamification has already begun to help educators reach their students in new and innovative ways. Pearson, Rosetta Stone, and Tabula Digita share their experience in bringing fun to the classroom.
The Gamification Summit brings together top thought leaders in game mechanics and engagement science. Hear what works and what doesn't in this dynamic and fast-moving field through case studies, keynotes and panels delivered by experts such as Gabe Zichermann (Game-Based Marketing), James Gardner (Spigit), Jon Radoff (Disruptor Beam), Michael Wu (Lithium) and Alexandra Wilkis Wilson (founder of Gilt Groupe). Learn how game mechanics and the new science of engagement are rewriting the rules of brand marketing, product design and customer acquisition and get your business in the game.
Ntiedo NT Etuk
Ntiedo (NT) Etuk is Founder and Chief Executive Officer of Tabula Digita the company behind DimensionU – a universe of multi-player educational video games where students learn, compete, and collaborate, globally, in K-12 subjects such as math, literacy, science and history. In 2010 Nt was selected by Technology & Learning as one of the 30 Future Leaders of Education Technology. He was also honored as one of six “Top Entrepreneurs” by Crain’s New York. Nt is a 2010 Henry Crown Fellow and a member of the Nigeria Leadership Initiative, both out of the Aspen Institute. He is one of Black Enterprise Magazine’s Masters of Technology, and has been featured in numerous publications including Forbes, BusinessWeek, and the New York Times. Nt earned a BS in Electrical Engineering from Cornell University, and an MBA at Columbia Business School where he was a Beta Gamma Sigma graduate.
Mike Fulkerson is the Chief Technology Officer of Rosetta Stone and is responsible for the development of innovating products and solutions designed to unlock the natural language-learning ability in everyone. Prior to his current role, Mike served as senior vice president of Techology and Rosetta Stone Labs, leading the company’s advanced research and development group, the driving force behind the innovation for all language-learning technologies related to future products. Previously, Mike was a technical director for Serco, and a technical product manager for JRules project line at ILOG. Mike started his career as a Surface Warfare Officer in the United States Navy. He holds a Doctorate in computer science from Duke University and a Bachelor of Science and a Masters of Science in computer science from Villanova University. He serves on the Computer Science External Advisory Council of James Madison University in Harrisonburg, Virginia.
David Park is Chief Executive Officer of Beat the GMAT. Prior to working on Beat The GMAT, David was a product management leader at Intuit, the leading personal and small business finance software company. David is also veteran of both McKinsey & Co. and the Boston Consulting Group, where he provided strategic and operational advice to senior executives of Fortune 100 companies. In the late 90s, David founded Coolboard.com and served as its CTO and VP of Engineering. Coolboard.com was one of the leading providers of hosted online discussion forums for websites. In his free time, David enjoys playing with his daughter, snowboarding, eating excellent food, playing Guitar Hero on medium and geeking out by learning new computer languages such as Ruby on Rails. David graduated with a BS in Computer Science from MIT, and a JD from Harvard Law School.
David Samuelson is responsible for games and augmented reality strategy as part of the digital strategy team for Pearson plc. In this capacity, Mr. Samuelson explores new global business opportunities across Pearson’s education, trade publishing and information businesses in the fast growing games industry. David started at Pearson in 1997 and served in a variety of roles including President of Global Schools, CMO and product strategist for Pearson’s US School division, and VP of the Family Education Network. Before joining Pearson, David was VP for product development both at Living Books (a JV between Broderbund and Random House) and at MECC, maker of The Oregon Trail. David’s career in theatre and television included an Emmy award-winning stint as a children’s television producer. David is married and has three grown children.
Matt Shobe brings his
extensive knowledge of user experience and design skills to BigDoor as
Chief Design Officer. Matt was previously a Staff UX Designer at Google
where he spearheaded the major advertising tools for publishers
(including AdSense and Google DFP as well as the Google Apps Enterprise
Marketplace). Prior to his work at Google, Matt was a Co-Founder of
FeedBurner and led user experience design efforts with the popular
service for blog publishers, podcasters, and commercial producers of
syndicated content. Feedburner was acquired by Google in 2007. Matt also
previously grew two other startups, Spyonit and DKA. Prior to his work
in the startup world, Matt held user experience roles with Accenture and
Microsoft. Matt earned his Graduate degree from the University of
Washington’s Human Centered Design & Engineering department and
earned his undergraduate B.A. from Purdue University.
Anthony Zolezzi was the co-founder of Code Blue Recycling which was acquired by Waste Management and the predecessor to the greenopolis recycling system. Today Anthony serves as the Creative Director of greenopolis.
Nt Etuk of DimensionU argues students would be motivated to perform better in the classroom if schools took a few cues from the gaming world. For starters, he says, make the classroom a more controlled, personalized space that fosters an environment where students are safe to fail.