GROUNDBREAKING VIDEO GAME DESIGN LAB WILL RESEARCH AND DEVELOP VIDEO GAMES TO ENGAGE STUDENTS AND MEASURE LEARNING

GLASS Lab will develop video game-based tools to validate students’
learning of core skills identified by states for college and career
success

A new video game design lab will research and develop compelling video games that engage students in innovative ways and validate student learning of the core skills deemed critical by states for college and the 21st century workplace.

Announced at the Aspen Ideas Festival, the Games, Learning and Assessment
Lab (GLASS Lab) is developed with support from the John D. and Catherine T.
MacArthur Foundation, the Bill & Melinda Gates Foundation, Electronic Arts (EA) and
the Entertainment Software Association (ESA). GLASS Lab will be based at EA’s global
headquarters in Redwood City, CA and is a project of Institute of Play, a non-profit
design studio that works at the intersection of games and learning.

GLASS Lab is uniquely positioned to integrate state-led content standards and measure
student learning by modifying popular video game titles and creating original video
games. Once products are complete, they will be made available to middle and high
school students, school districts and families at little or no cost.

“Video games can revolutionize American education and students’ testing and learning,”
said Michael D. Gallagher, president and CEO of ESA, the trade association
representing the U.S. video game industry. “We can harness students’ passion and
energy for video games and utilize that to reach and educate a 21stcentury workforce
with skills critical for college and career readiness.”

The Lab is supported by $10.3 million in grants from the Bill & Melinda Gates Foundation
and the John D. and Catherine T. MacArthur Foundation.

“We are very enthusiastic about the GLASS Lab project,” said Robert Torres, Senior
Program Officer at the Bill & Melinda Gates Foundation. “We need projects that will
work with students and speak to them in their native language – digital media. Through
game-based learning, students will be challenged, and teachers and parents can get
real-time feedback on student progress.”

GLASS Lab reflects a major shift in the way students learn and acquire knowledge.
Students today are expected to learn new skills, such as creative problem solving,
collaboration and systems thinking, and master new technologies. GLASS Lab will
address these new challenges by exploring how video games can be effective
environments for learning.

“Learning is changing and so must educational institutions in order to engage kids and
ensure they are taught the participatory and creative skills that are needed to succeed in
the 21st century,” said Connie Yowell, Director of Education at the MacArthur Foundation, which leads a $100-million digital media and learning initiative that aims to
determine how digital media are changing the way young people learn, play, socialize,
and participate in civic life. “MacArthur is excited about the potential for GLASS Lab to
create and apply new video games and innovation to learning.”

GLASS Lab is based on the understanding that video games and simulations can
validate student learning and provide feedback for teachers and parents on students’
progress toward established learning goals. Unlike traditional measurement tools, video
games are by nature designed to measure progress since learning is happening, and is
captured, in the gaming experience itself.

“The video game industry has experienced a transformative change over the past
decade with the advent of new mobile, social and online platforms that have opened up
opportunities for gaming in a number of sectors, including education,” said Jeff Brown,
Senior Vice President of Public Affairs, EA. “We are excited to be a founding partner of
GLASS Lab and not only house the organization at our headquarters but lend our worldclass IP and talent to the project.”

Commenting on the potential of video games to provide evidence of learning, Katie
Salen, Executive Director of Institute of Play said: “Video games are data rich
environments designed to provide ongoing feedback to players; tapping into this
richness has the potential to radically alter the way we approach both teaching and
learning.”

Electronic Arts
Electronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The
Company delivers games, content and online services for Internet-connected consoles,
personal computers, mobile phones, tablets and social networks. EA has more than 220
million registered players and operates in 75 countries.
In fiscal 2012, EA posted GAAP net revenue of $4.1 billion. Headquartered in Redwood
City, California, EA is recognized for a portfolio of critically acclaimed, high-quality
blockbuster brands such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™,
Battlefield™ and Mass Effect™. More information about EA is available at
http://info.ea.com.

Entertainment Software Association
ESA offers services to interactive entertainment software publishers including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property and technology/e-commerce issues, managing a global anti-piracy program, owning and operating E3, and representing video game industry interests in federal and state government relations. For more information, please visit www.theESA.com.

Institute of Play
The Institute of Play is a not-for-profit design studio that pioneers new models of learning
and engagement. At the core of the experiences Institute of Play creates are games,
play and the principles that underlie them. Using these principles, the Institute has
created successful institutions, games, programs, events, digital platforms and products.
For more information, please visit www.instituteofplay.org.

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