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ALT-Classroom: Building a Dev Studio Inside Academia for Student and Partner Success - Ann DeMarle

Much of education delivery is through formal coursework; pre-set learning objectives, and grading systems but what happens when that model is flipped and students possess the expertise? Recently celebrating its 10th anniversary, Champlain College’s Emergent Media Center is a fearless learning community designing dynamic processes and tools. In its interdisciplinary studio, students work alongside partners including IBM, Ford, and the United Nations developing games, apps, VR, and blended media solutions to complex issues. For the client this has meant successful, innovative approaches. For the students this has meant 95% persistence to graduation and career placement in 6 months of graduation.

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ALT-Classroom: Building a Dev Studio Inside Academia for Student and Partner Success - Ann DeMarle

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  1. ALT-Classroom Building a Dev Studio Inside Academia for Student & Partner Success Ann DeMarle — demarle@champlain.edu — @anndemarle

  2. ALT-Classroom Building a Dev Studio Inside Academia for Student & Partner Success 1. Educational Model 2. Partner Success 3. Processes 4. Challenges 5. Student Success Ann DeMarle — demarle@champlain.edu — @anndemarle

  3. Our Roots 2005 Roger Perry Endowed Chair: Champlain College’s nationally ranked Game degree programs, in the top 15 for 12+ years. “Top US College” —Atlantic Monthly “Most Innovative College in the North East” —U.S. News & World Report https://gamestudio.champlain.edu/

  4. ALT-Classroom An academic studio partnering with industry, public institutions & nonprofits to develop new concepts, processes, uses & applications for games & other forms of emergent media.

  5. ALT-Classroom Experiential learning modeled on: • Maria Montessori, John Dewey, Kurt Lewin, and Jean Piaget • Flipping the Master—Apprentice model

  6. ALT-Classroom Enable students to become leaders in technology and media by: • blending business and learning • creating immersive mediums and technologies • evolving with technology, media, culture, and our students • striving to be a positive force in the world—deep dive into “wicked” questions. MakerLab EMC Studio Graduate

  7. EMC Studio: areas of exploration Digital Media Design & Production ALT-Classroom •Mobile apps •Serious games & curriculum •Gamification strategies •Social media campaigns •Video •Big data visualization •Large screen interactives •Alternate computer controllers •Virtual realities & open world projects

  8. MakerLab: Physical Prototyping & Creativity ALT-Classroom •3D Printer & 3D Scanner •Laser & Vinyl Cutter •Sewing machine •Large Format Printers •Arduinos & Electronics Equipment •Hand tools •Small power tools •Light fabrication •Sculpture Tools •Craft Materials

  9. MFA & MS Graduate Programs: Future Media Leaders ALT-Classroom •Digital production methods •Creative & IT project management •Collaborative processes •Design Thinking •Artistic expression •Innovation & technology adoption

  10. Our Partners Dr.Albert Levis, America's Army, Archer Mayor, Aspen Institute, Big Heavy World, Boston Museum of Science, Burlington International Airport, Burlington School District, Carbon Research Collaborative, Case Western Fowler Center for Business as Agent of World Benefit, Center for Integration of Medical and Innovative Technology (CIMIT) at Massachusetts General Hospital, Center for Rural Entrepreneurship, City of Burlington, Digital Now, Science Center, Fletcher Free Library, Flynn Center, Free Press Media, Ford Foundation, Fort Ticonderoga, Fusion Productions, Generator, Genevieve Griffin, Google Earth, Governor’s Institutes of Vermont, Hotel Vermont, IBM, Institute of Museum and Library Sciences, Jager Di Paola Kemp Design, Kelliher Samets Volk, Kingbridge Centre, Mamava, MarketWatch, Masie Center, Meeting Professional International (MPI), Microsoft Games, Money Magazine, Municipality of Hebron, NASA Experimental Program to Stimulate Competitive Research (EPSCoR), North American High Tech Center, Orchestra Engagement Lab, OVR, Planned Parenthood of Northern New England, Polhemus, Population Media Center, Robert Wood Johnson Foundation, Samuel Eto’o, Smarter Shift, Snelling Center for Government, South End Arts and Business Association, TimeToSocialEyes, LLC, Trees for the Planet, United Nations Development Programme (UNDP)—El Salvador, United Nations Educational, Scientific, and Cultural Organization (UNESCO)—Mahatma Gandhi Institute of Education for Peace and Sustainable Development, United Nations Population Fund (UNFPA), State University of New York at Buffalo, University of Cape Town, South Africa, University of Sonsonate, El Salvador, University of Vermont, Vermont Agency of Natural Resources, Vermont Arts Council, Vermont Campus Compact, Vermont Creative Network, Vermont Department of Environmental Conservation, Vermont Division for Historic Preservation, VARiSES, Vermontivate, VTIFF, Vermont Teddy Bear, VHA Health Foundation, VSA Vermont, Wake Robin, Xerox, Yellow Wood Associates. ECHO Lake Aquarium &

  11. Partner Success: Expansion into Digital & New Markets Ann DeMarle — demarle@champlain.edu — @anndemarle

  12. America’s Army 2005: EMC’s first serious games partnership, U.S. Army Core Values.

  13. IBM 2007: Project management tool in virtual life.

  14. Lake Quest Mobile gaming on lake ecology & invasive species on exhibit at ECHO

  15. Partner Success: Proven Results Ann DeMarle — demarle@champlain.edu — @anndemarle

  16. Ludicross & Creep Frontier Games proven to improve the health of children with Cystic Fibrosis

  17. BREAKAWAY Global game & youth camp model created with the United Nations & PMC has changed behaviors regarding violence against women & girls (looking for mobile testers: breakawaygame.champlain.edu/ 2018/07/13/we-need-testers)

  18. Make-A-Change educational game addressing sexual assaults on college campuses

  19. Partner Success: New Business Launch Ann DeMarle — demarle@champlain.edu — @anndemarle

  20. Eden Augmented & Virtual reality pushing boundaries.

  21. VARiSES Surgical Simulator

  22. How We Thrive A fearless learning community designing dynamic processes and tools to create meaningful solutions.

  23. How We Thrive Democratic, multi-generational structure: • Students in cross-disciplinary teams • Faculty as guides/questions • Staff ensure iterative process & meeting milestones • Clients/partners — real world context, challenge, & goals.

  24. How We Thrive • Funding is through contractual work, grants, & gifts • Partnerships form anywhere in the pipeline: • early brainstorming & concept development stage • full production • post refinement or publication of completed products • Faculty are hired per project basis • Project management, communications, & operations staff are consistent • Students are hired & paid

  25. How We Thrive Value Student Expertise: • Guided by listening to students, partners, and users • tools: surveys, in person, Skype to Trello • Originally brainstorming now “Question storming” • Research, concept development, user testing • Production • originally Waterfall • now student team led SCRUM • Cross-team critiques • Experimental team - Sandbox

  26. User Testing How We Thrive Iterative Design Cycle Refinement Release Production Prototyping & Proposal Question storming

  27. Sandbox Team Icarus Augmented reality using Oculus Rift technology, exploring virtual experiences

  28. Sandbox Team pixel cloud Visualization exploring solutions with big data, produced by the MakerLab and EMC Sandbox team

  29. Sandbox Team Graffiniti & Flight Entertaining large screen interactive welcoming visitors at BTV & ECHO

  30. Sandbox Team Spacebox Alternative Controller game, Patent Pending launched at GDC, displayed at ECHO & Chicago Design Museum.

  31. Challenges “Change is the only constant in life” — Heraclitus • Changing nature of media • Changing size of teams needed for production • Changing student goals & profiles • Inexperienced and ever moving student workforce • Changing administrations and college priorities • Dependent on offered degree programs • Changing funding sources

  32. Student Success http://ten.emergentmediacenter.com

  33. Student Success “The EMC has made a huge impact on my career path. I am so grateful to have had such an amazing experience there and to see how it has benefited me in so many ways to this day.” —Jolee Main ‘14, Graphic Design & Digital Media Over 600 students, Persistence to graduation rate of 96%

  34. Student Success 95% employed in their career field within 6 months of graduation.

  35. Student Success

  36. ALT-Classroom Building a Dev Studio Inside Academia for Student & Partner Success Learn more: Blog: https://emergentmedia.champlain.edu Web: https://www.champlain.edu/emc YouTube: champlainemc Vimeo: ccemergentmedia Instagram: ccemergentmedia Twitter: @CCEmergentMedia FB: ChamplainEMC 10YRStories: http://ten.emergentmediacenter.com Video: https://vimeo.com/213877948 Ann DeMarle — demarle@champlain.edu — @anndemarle

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