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DigiPen Institute of Technology K-12 Outreach Programs Games

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Title: DigiPen Institute of Technology K-12 Outreach Programs Games


1
DigiPen Institute of TechnologyK-12 Outreach
ProgramsGames Animation as a Learning Vehicle
2
About.Mii?
  • Raymond Yan
  • Senior Executive Vice President
  • raymond.yan_at_digipen.edu
  • Oversee DigiPen operations
  • Responsible for K-12 outreach
  • Former VP of Art Production for Nintendo
    Software Technology

3
Agenda
  • What is DigiPen Institute of Technology?
  • DigiPen impact
  • Challenges for DigiPen
  • DigiPens outreach effort
  • Policy consideration

4
About DigiPen Institute of Technology
  • Originally established in Vancouver, Canada in
    1988.
  • Located in Redmond since 1998.
  • Offers graduate and undergraduate degree
    programs for those with serious interest in a
    career in the video game industry.
  • Computer Science
  • Computer Engineering
  • Production Animation
  • Game Design
  • Fall 2009 Opened Singapore campus.
  • Fall 2010 - Partnering to teach in Korea.

5
About DigiPen Institute of Technology
  • Over 900 matriculated students
  • Approximately 700 science students, 220 art
    students
  • Primarily male (over 90)
  • Ethnic breakdown
  • 57 White
  • 4 Hispanic
  • 2 Black
  • 7 Asian
  • 1 American Indian
  • 29 Undeclared
  • Approximately 65 of students from out of state.

6
Impact of DigiPen on Industry
  • Industry cannot grow without manpower.
  • DigiPen widely recognized by game and animation
    industry as a excellent source of qualified
    personnel.
  • Over 65 of students from out of state, with a
    large majority choosing to stay upon graduation.

7
DigiPen Influence
I am personally aware of the skill set you
offer your students and the impressive jobs they
fill upon graduation We are keenly aware of the
role DigiPen plays as a magnet for business in
your industry your presence attracts video
gaming and associated businesses. Ellen
Miller-Wolfe Economic Development Manager City of
Kirkland, Washington
8
DigiPen Influence
The (game) industry grew that way for several
reasons, perhaps the biggest being three key
pillars of software, technology and computer
science education Nintendo, Microsoft and the
DigiPen Institute of Technology.   the
institute, concentrated on graduating tomorrows
game developers, is considered by many to be the
worlds premier game college.   Aaron
Corvin Senior Writer, Washington CEO Magazine
9
Rocket Science?
  • Todays games are extremely sophisticated pieces
    of software featuring
  • Incredible 3D environments and characters
  • Real physics models
  • Advanced artificial intelligence
  • Networking capability
  • Full surround sound technology
  • Increased need for highly skilled created and
    technical personnel.

10
The Challenge
  • DigiPens science degrees require students to
    have strong math skills.
  • DigiPens art programs require students to have
    basic drawing skills.
  • Tremendous level of interest in DigiPens
    programs however, MANY high school graduates do
    not meet the minimum standards.

11
ProjectFUN Initiative, Creating A Pipeline
  • DigiPen has been running outreach programs at
    K-12 level to motivate students to pursue
    advanced study in math, science and art by
    leveraging game development as a learning
    vehicle.
  • ProjectFUN programs
  • Middle/HS Workshops
  • DigiPen Technology Academies
  • Distance Learning Program

12
ProjectFUN Workshops
  • 30-90 hour introductory workshops
  • Game design
  • Game programming
  • Animation
  • Robotics
  • Targeted at students aged 10-18.
  • Workshops offered during the summer both at
    DigiPen and at number of locations in Washington
    abroad.

13
ProjectFUN Technology Academies
  • Preparatory programs (up to 360 hours) targeted
    at grade 11 12 students interested in more
    serious study in
  • Computer science
  • Animation production
  • Production design development
  • Media communications
  • Offered via the Skills Centers
  • Students earn high school credit.

14
ProjectFUN Online
  • Utilizing synchronous delivery technology,
    DigiPen offers a variety of its programs to
    students who are unable to attend in person
  • Workshops
  • Technology Academies
  • Excellent opportunity for students in outlying
    areas to participate in this type of specialized
    program.

15
ProjectFUN Initiative Outcomes
  • Students have competed in SkillsUSA competitions
    as well as successfully completing the Advanced
    Placement Computer Science
  • Majority of students who participate in programs
    go on to pursue post-secondary education
    opportunities.
  • Significant number of matriculated students at
    DigiPen were first introduced to the field via
    the ProjectFUN programs.
  • Programs have been successful in providing
    underserved students with opportunity to
    experience CTE.

16
ProjectFUN Initiative Outcomes
  • Students frequently come into the DigiPen
    programs without a clear idea of why they are
    required to take math, science and art, and what
    benefit these subjects will be to them in their
    life.
  • After very little time, students experience
    the relevance of math, science and art, which
    compels many of them to sign up for higher level
    courses. 
  • John Aultman
  • Asst. Superintendent for Career and College
  • OSPI

17
Policy Considerations
  • Continued funding support for CTE programs in
    Washington, including ones offered at Washington
    Skill Centers.
  • Consideration of more support for CTE programs at
    the middle school level.

18
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