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Multimedia Presentation to The Board of Directors

MMORPGs in the Educational Arena By Patrick LaPollo Jr. Multimedia Presentation to The Board of Directors. Industrial Problem: Need. Industrial Problem. Researching the Problem. Research Findings. Research Difficulties. Proposed innovation built from research. Innovation : production.

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Multimedia Presentation to The Board of Directors

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  1. MMORPGs in the Educational Arena By Patrick LaPollo Jr. Multimedia Presentation to The Board of Directors

  2. Industrial Problem: Need.

  3. Industrial Problem

  4. Researching the Problem

  5. Research Findings

  6. Research Difficulties

  7. Proposed innovation built from research

  8. Innovation: production

  9. Innovation: manufacturing and packaging.

  10. Innovation: Marketing and Distribution

  11. Timeline: Knowledge Stage

  12. Timeline: Persuasion Stage

  13. Timeline: Decision Stage

  14. Timeline: ImplementationStage

  15. Timeline: Confirmation Stage

  16. Communication Channels

  17. S-Curve: Adoption This is an estimation of how adoption of this this innovation might look over five years. This innovation is not a mainstream model and there is no adoption data for comparison. The graph is based on the distillation of the study, I propose that the number of adopters in the field of education will resemble an S-curve over time. Few adopters during the first two years. Gradually, the rate will rise and then speed up until it reaches its max (55%), then it will stabilize.

  18. S-Curve: MMORPG Market The leader of the MMORPG market is World of Warcraft. Looking at how many people are active subscribers reveals the growing popularity of this this genre. This data resembles an S-Curve (worldwide subscribers) . Examining this information helps to establish the popularity of MMORPGs and contributes to the proposed S-Curve Adoption of MMORPGs as a educational model. http://www.mmogchart.com/Chart11.html

  19. Workspace Adoption Rationale:Key Innovators & Adopters

  20. Stratagems: Why adopt?

  21. Naysayers: What to do?

  22. Critical Mass Image From Microsoft Clip Art

  23. Decentralization Approach

  24. Change Agents

  25. “Champion”: What do weneed?

  26. “Champion”: Role

  27. FINAL SLIDE!: Move ahead orrisk being left behind.

  28. References • Campello de Souza, B., de Lima e Silva, L., & Roazzi, A. (2010). MMORPGS and cognitive performance: A study with 1280 Brazilian high school students. Computers in Human Behavior, 26(6), 1564-1573. doi:10.1016/j.chb.2010.06.001 • Images- All images, sans charts, from Microsoft clip via PowerPoint • Rogers, E. M. (1995). Diffusion of innovations (5th ed.). New York, NY: Free Press.

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