MMORPGs in the Educational Arena By Patrick LaPollo Jr.

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Presentation transcript:

MMORPGs in the Educational Arena By Patrick LaPollo Jr.

Image From Microsoft Clip Art Gaming Facts Slide 1: These 3 slides will be dedicated to sharing some statistics on gaming data in general, then more specifically on Massively Multiplayer Online Role Playing Games (MMORPGs).

Image From Microsoft Clip Art Gaming Facts Slide 1: These 3 slides will be dedicated to sharing some statistics on gaming data in general, then more specifically on Massively Multiplayer Online Role Playing Games (MMORPGs).

Image From Microsoft Clip Art Gaming Facts Slide 1: These 3 slides will be dedicated to sharing some statistics on gaming data in general, then more specifically on Massively Multiplayer Online Role Playing Games (MMORPGs).

Image From Microsoft Clip Art Industry slide 1: These two slides explain why my industry (education) needs this innovation, it examines the problem. This slide discusses what gave rise to this innovation.

Image From Microsoft Clip Art Industry slide 1: These two slides explain why my industry (education) needs this innovation, it examines the problem. This slide discusses what gave rise to this innovation.

Image From Microsoft Clip Art This slide will discuss the research that supports this innovation, who performed the study, and what the study entailed.

Image From Microsoft Clip Art This slide will discuss the findings of the research study and how we will address the problem or need of the educational industry through the evidenced solutions to our need.

Image From Microsoft Clip Art This slide will examine some of the major hurdles that the researchers encountered and how they can be negotiated.

Image From Microsoft Clip Art This slide examines the intended market for the research the implication applies to the innovation that is built from the research as well.

Image From Microsoft Clip Art This slide precisely states the proposed innovation and how it is linked to the research. It includes the proposed outcomes of implementation.

Image From Microsoft Clip Art This slide discusses how this innovation will be produced in preparation for distribution.

Image From Microsoft Clip Art This slide discusses how this innovation will be manufactured and packaged.

Image From Microsoft Clip Art This slide discusses the marketability and market strategies of the innovation. This discussion will include distribution.

Image From Microsoft Clip Art This slide will demonstrate when the knowledge stage occurred. It will include an external link to a referenced website that supports my position.

Image From Microsoft Clip Art This slide will demonstrate when the persuasion stage occurred. It will include an external link to a referenced website that supports my position.

Image From Microsoft Clip Art This slide will demonstrate when the Decision stage occurred. It will include an external link to a referenced website that supports my decision.

Image From Microsoft Clip Art This slide will demonstrate when the implementation stage occurred. It will include an external link to a referenced website that supports my position.

Image From Microsoft Clip Art This slide will demonstrate when the confirmation stage occurred. It will include an external link to a referenced website that supports my position.

Image From Microsoft Clip Art This slide discusses the communication channels that work best for this innovation. It will include an external link to a referenced website that supports my position.

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.

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.

Image From Microsoft Clip Art This slide will present the key innovators and adopters in our local workspace. This workspace will represent a fictitious school that will be affected by the board’s decision.

Image From Microsoft Clip Art This slide will discuss what strategies were implemented to gain support for the innovation by early adopters.

Image From Microsoft Clip Art This slide will identify key naysayers and strategies to gain their support as well as damage control.

Image From Microsoft Clip Art This slide will discuss the perceived attributes that help this innovation generate critical mass. This slide will also show what it looks like in our industry and how to determine when it is reached.

Image From Microsoft Clip Art This slide will present justification for a decentralized approach.

Image From Microsoft Clip Art This slide will discuss the key change agents in our industry (education) and how they are related to the seven roles of a change agent. Ultimately, how the change agents will affect positive social change.

Image From Microsoft Clip Art This slide discusses the “champion” of the innovation. It will show what need the champion will fill.

Image From Microsoft Clip Art This slide discusses the “champion” of the innovation. It will show what need the champion will fill and how it will be filled.

Image From Microsoft Clip Art This slide will show how I am the champion, not overtly stated but convincingly. The Board can not expect their goals to be achieved without this innovation. This slide is the opportunity to set the hook.