Gabe Zichermann: How games make kids smarter
Do kids these days have short attention spans, or does the world just move too slow? Gabe Zichermann suggests that today's video games are making children smarter -- and we should all embrace gamification. Full bio
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with the video game business
bisnis video game:
and playing it.
and on an Apple II,
membawa Apple II,
"Where in the World is Carmen Sandiego?"
"Di Dunia Manakah Carmen Sandiego?"
in the school context.
memainkan game di sekolah.
business and what's significant,
tentang video game dan apa pentingnya,
is really the nexus,
itu Nexus asli,
in the World is Carmen Sandiego?"
"Di Dunia Manakah Carmen Sandiego?"
video game ever made,
yang pernah ada
the first and the last time
that a video game was awesome.
bahwa sebuah video game itu menakjubkan.
is Carmen Sandiego?" continues to be
akan menjadi
di bisnis hiburan,
in the entertainment business,
dulu sekali,
which is such an incredibly long time ago,
Anda bisa menghitungnya.
dari apa yang seharusnya.
from what they were.
lelaki ini gila.
this guy was kind of crazy.
our perspective on that subject.
kita tentang itu
goes a long way in Western Europe.
sulit diterima di Eropa Barat
"Civilization"
called "Civilization,"
named Sid Meier.
bermain "Civilization,"
hours of my life playing "Civilization,"
should have spent studying.
pada video game menjadi pekerjaan,
this love of video games into a job,
Developers Conference,
distribusi digital game,
digital distribution company in games,
the Gamification blog.
on the subject of gamification,
"Gamification by Design" terbitan O'Reilly
by Design," published by O'Reilly.
all this stuff together.
saya sebagai orang tua bermimpi
yang gaya hidupnya bermain game
lifestyle of playing video games
pekerjaan penghasil uang.
that pays real money.
to an event like this,
expect me to get up here and say,
saya berdiri di sini berkata:
yang menghidupi saya.
and this is how I make my living.
pertanyaan berbeda
a different question,
about reading a particular article
membaca artikel tertentu
was talking about
"Attention Deficit Disorder" (ADD)
with attention deficit disorder.
at focusing on video games,
they're really bad."
this idea in the article.
Seperti Dr Christopher Lucas dari NYU
like Dr Christopher Lucas at NYU,
keterampilan perhatian yang tepat
the right kind of attention skills
perhatian berkelanjutan,
regular rewards.
penghargaan reguler.
University of Washington
at the University of Washington,
who play a lot of video games
tak menyenangkan atau tidak menarik,
or uninteresting,
sensitization to games.
I'm scratching my head,
for our children to appreciate?
untuk diikuti anak-anak?
you're looking at right now,
to read a good book with a cup of tea --
sembari minum segelas teh --
are ever going to do that.
in the games they play.
"World of Warcraft."
yang saya harapkan di game
to display in a video game
yang membutuhkan obrolan
in which they're expected to chat
panjang pendek,
follow long- and short-term objectives,
them all the time to talk to them.
yang luar biasa
an extraordinary multitasking skill
membuat Anda lebih pintar.
actually make you smarter.
at the University of Regensburg in Germany
di Universitas Resensburg di Jerman
this was actually done on adults --
partisipan dewasa
seperti juggling
di otak mereka.
in gray matter in their brain.
people get more gray matter
bahwa orang akan lebih cerdas
and redid the study
yang seharusnya sudah umum,
which should go over well here as well,
unggul dari orang dengan satu bahasa
outperform monolingual people
pada aktivitas semacam itu.
in the brain from that kind of activity.
berbicara di Harvard, tentang
speaking at Harvard, talked about
to increase their grey matter
menambah kecerdasan mereka
untuk menambah kecerdasan cair
to increase their fluid intelligence.
we use to problem-solve.
untuk mengatasi masalah.
crystalline intelligence,
of a video game to you in any way?
dengan pola dasar game?
semua game yang sangat sukses.
in all very successful video games.
and exponential increase in learning.
secara konstan dan eksponensial.
a continuous process of learning to users.
berkelanjutan untuk pemainnya.
for a little while and then stop.
sebentar lalu berhenti.
dan maju.
and moving forward.
mengerti efek Flynn.
the Flynn effect, finally.
for those of you who don't know,
meningkat waktu ke waktu
is actually rising over time.
people, in fact, are getting smarter.
faktanya orang semakin cerdas.
at .36 points of IQ per year.
is that in some countries --
Denmark dan Norwegia --
but Denmark and Norway --
seluruh kecerdasan kristal
fluid intelligence,
IQ cair, kecerdasan cair,
terus meningkat,
increase is increasing,
a particular kind of reaction in people.
reaksi khusus dengan orang.
otak pembelajaran,
kuat dalam otak.
dopamine loop in the brain.
dan mengatasinya,
and you overcome it,
penguatan intrinsik.
an intrinsic reinforcement.
that produces an intrinsic reinforcement
over and over again.
pendidik yang mengerti detail rumit ini,
who understands this in intricate detail,
businessperson
in White Bear Lake, Minnesota,
di White Bear Lake, Minnesota,
to do something about it.
and got a master's in [Education]
di SD White Bear Lake.
at White Bear Lake Elementary School.
the standard curriculum
berdasarkan game yang ia desain,
of his own design,
mereka
and computer games --
NIntendo DS dan game komputer --
tak ada yang rakitan --
nothing custom --
and computer games
and social to play,
di bawah level 3
from a below-3rd-grade level
in reading and math.
dalam membaca dan menghitung.
saat berbicara dengan anak-anak
when you talk to the children,
meski jauh dari Bapak Pai,
even away from Mr. Pai,
and learning is multiplayer.
dan pemain ganda.
untuk anak-anak.
really successful for kids.
that we need to talk about
and violence in games.
tidak membuat anak menjadi kasar
do not make children violent.
predisposed to violence,
menjadi anak kasar yang lebih baik.
a better violent child.
game juga melatihnya untuk hal itu,
they also will train that,
understanding the connection
game tidak memengaruhi anak.
that they don't affect kids.
yang mendorong tren ini
who are driving this trend forward
in the United States and the EU,
dengan generasi X,Y
is different from X, Y,
that we may belong to,
kita ada di sana:
are the primary form of entertainment
pada masyarakat.
a tremendous effect on society.
untuk pengalaman game
for game-like experiences
social networking ecosystem to start,
jaringan sosial seluler mulai berkembang,
and also Kozinga,
Nike, Coke, Chase, juga Kozinga,
keberhasilan dari game.
pattern is called "gamification."
disebut "gamifikasi."
I'm sure, have heard.
proses menggunakan pikiran game
is it's the process of using game thinking
dan memecahkan masalah.
gamifikasi jadi topik baru sekarang
such an emergent topic right now
pada budaya dan masyarakat.
on culture and society already.
that you may have seen
yang mungkin Anda tahu
game dalam dasbor di mobil.
of in-dash[board] games in cars.
mesin hibrida atau kendaraan elektrik,
or an electric vehicle,
dollars' worth of tooling
senilai ratusan juta dolar,
Anda jadi yang pengendara lebih cerdas.
a more ecological driver.
are very simple:
more ecologically
berkendara lebih ekologis
of gamification at work.
"Undian Kamera Cepat"
is a thing called "speed camera lottery,"
based in San Francisco, works for MTV.
di San Fransisco, yang bekerja untuk MTV.
in speed camera lottery:
that you pass by,
and send you a ticket?
seberapa cepatnya Anda melaju,
not only on how fast you were going,
makin banyak uang, makin besar tiket.
the more you make, the bigger the ticket.
kamera cepat di Swedia
a speeding camera in Sweden
yang melebihi kecepatan kamera,
that pass the camera,
diberi undian
is entered into a lottery
of the people who speed.
hasil dari yang melaju kencang
that term I described earlier,
yang saya jelaskan di awal,
yang paling murni dan indah:
positive reinforcement loop.
penguatan positif yang bertambah.
lebih dari 20% pada titik intervensi.
by over 20% at that point of intervention.
of the trend of gamification
akan tren gamifikasi
like Generation G.
seperti Generasi G.
pada tahun 2015
the biggest companies in the world,
perusahaan terbesar dunia
is a future that looks pretty different
masa depan yang tampak berbeda
pendorong meme gamifikasi
the gamification meme forward,
bergerak lebih cepat
move at faster pace
there are rewards everywhere
di mana-mana
dalam bentuk uang,
have to be cash rewards.
status yang berarti,
collaborative play.
kolaborasi yang meluas.
that Generation G does so much differently
yang membedakan Generasi G
guru memberi tugas
struggling to come up with exercises
dipecah menjadi skor individu,
always boiled down to an individual score,
that people behaved.
di mana ada nilai grup.
in which there is group value.
in untold ways.
secara tak terduga
is a much more global world.
berada di dunia yang lebih global.
already out of touch.
dengan anak masa kini dan depan
with our future or current children
paling lemah informasi
parents were the most out-of-touch people
to deal with the summer of love
and all that kind of stuff.
sepanjang sejarah.
out-of-touch generation in history.
di sini saya memberitahu Anda:
and I'm here to tell you:
that it will have on the world.
terjadi di dunia.
are going to be alright;
to make the kids awesome.
is ever going to write in your life.
catatan.
I'm not a doctor.
resep untuk Anda.
a prescription for you all.
atau bekerja dengan anak,
or you work with children,
or you want to change he world,
atau mengubah dunia,
yang dapat Anda lakukan,
that you can do with your time,
di rumah pensiunan di pesisir Spanyol
home on the coast of Spain
with your kids.
dengan anak Anda
if that's where you are right now.
jika Anda melihatnya sekarang.
Become one with the game.
Jadilah pemain game.
of how your children play
from the context of the game outward,
dari konsteks dampak game pada dunia
pandangan dunia pada game.
untuk secangkir teh herbal,
drinking a cup of herbal tea,
chilling out by the window,
that are fun and engaging.
yang bisa kita lakukan.
from today's presentation,
dari presentasi hari ini,
to go play with your kids.
untuk bermain dengan anak.
ABOUT THE SPEAKER
Gabe Zichermann - Entrepreneur, authorDo kids these days have short attention spans, or does the world just move too slow? Gabe Zichermann suggests that today's video games are making children smarter -- and we should all embrace gamification.
Why you should listen
Gabe Zichermann is an entrepreneur and author whose work centers on gamification--and the power of games to help engage people and build strong organizations and communities. In 2010, he chaired the Gamification summit, a conference dedicated to gamification and “engagement mechanics.” An avid blogger on the subject, he co-authored the book Game-Based Marketing, which examines the innovative trend of using game mechanics to engage and build a customer base.
Gabe Zichermann | Speaker | TED.com