What if
business organizations understood that the best designer of a
kids computer game is a kid? What if learning organizations knew
how to unlock kids natural brilliance and allowed them to create
high-end, high-tech products for business? What if kids could be financially
rewarded for their learning projects, and work on projects that help
businesses in real time?
Its possible! Through her work in an educational technology transfer
company in partnership with the Wondertree Foundation, Renee Poindexter
facilitated just such a breakthrough.
The situation
A major Canadian hydropower utility wanted to commission a new computer
game designed to teach energy conservation principles to 7th- and 8th-grade
math and science students in British Columbia. When looking around for
a company to take on the project, they discovered a group of learners
from the Wondertree Foundation for Natural Learning (www.wondertree.org)
who had started their own technology consulting company called LearningWare
Inc. It took some convincing, but once the utility was assured that
the game would be produced and would work, it embraced the idea of using
age-appropriate "experts" to design the game for kids their
own age.
The solution emerges
Creating a new paradigm, the hydropower utility had the young learners
design a program for 7th-8th grade students, providing an invaluable
learning experience in product development and in-depth energy management
and conservation principles.
To facilitate the process, Renee created a marketing company called
MetaSource Network, which worked with LearningWare as it developed a
software solution called PowerSmart. Since the game could be customized
to meet the requirements of other utilities, Renee partnered with both
the utility and LearningWare to market the game to other regional utilities,
tailoring each regional version according to each utilitys specifications.
The staff at LearningWare, who ranged in ages from 10 to 12, were paid
$75,000 to develop the game.
PowerSmart is a fun, interactive game that provides tips on ways to
save electricity in the home and at school. It encourages students to
partner with their families to become the energy manager of their home.
If a PowerSmart family is successful in reducing energy consumption,
the money saved is placed into a college savings fund for the student.
Ms. Poindexter worked with educational teams, including teachers, principles,
professors, and administrative staff, to create the programs and systems
to facilitate this new mode of learning. To create the space for change
inside existing structures and perceptions, she worked with people one-on-one
and in teams.
By the end of the project, the young entrepreneurs had learned how
to manage their time and track their budget to develop the game according
to specifications. It took them about a year to complete the project,
and they came in well under budget. They won awards from Northern Telecom
and the hydropower utility. The school system was very satisfied with
the product. In addition, many homes became more energy efficient with
money in a savings program earmarked for college.