(~*~)
Hello,
This is my report I did for the last unit/ part of my communications class in academic upgrading (AU). As I asked on Facebook (FB) if anyone would be interested in reading it, I was surprised with the response. Thank you for your interest.
So here it is:
Hello,
This is my report I did for the last unit/ part of my communications class in academic upgrading (AU). As I asked on Facebook (FB) if anyone would be interested in reading it, I was surprised with the response. Thank you for your interest.
So here it is:
Educational
Video Games – A Future Essential
By Christina
E. Sweitzer
The farther we go into
this digital-information age of education and technology, the more we gain
awareness of the on-growing sources of inspirations and our undeniable growing
of needs. Growth expands with inspiration, and outside the box thinking has
been playing a major role with changing education and technology since the
beginning of time. Change brings improvements just as much as outside the box
thinking can, and with such innovational thinking in the systems to cause
continual growth, it’s easy to see how much we as people and our world is
changing for the better - even in the world of gaming. Educational video games
are quickly becoming the essential key/ tool for our educational future. The
educational games of yesterday are changing drastically with the technologies
of today, and as they aim for our future they are full of potential for improvements
in the areas of school and industry, technology, and social movements.
PAST
Educational video
games’ roots started in the late 1920s, with the early flight simulator created
by Edwin Link, called the “Link trainer”. It like many, were created out of
educational needs with the present-day technology, and started the
commercial-use industries of educational simulations (*1 & *1a). With the
dawning of the computer age, came game-based learning in the school system with
LOGO Programming (1967) and Oregon Trail (1971). Oregon Trail became an instant
success when it was released in 1974 by MECC, and was found in school computer
labs through both the 1970s & 1980s (*2). Among the giants of the 1980s,
none caused the educational gaming industry to grow as much as the combination
of DOS (Disc Operating System) being introduced on the 8-bit IBM PCs. While DOS
enabled millions access to computing and became a main gaming platform, IBM was
instantly successful with a sales rate of “a system-a-minute every business
day” (*3 & *3a). With technology advancements
virtual environments were available for training, and with DOS & IBM
at-home-gaming had begun. So when the World Wide Web launched in 1991, the
public’s opportunistic doorway was wide open (*4, & *4a). From simulations in
training to game-based learning in the school systems to home-based options with
DOS, IBM, and the World Wide Web, our world
was changing and we were changing with it.
Since
simulation-based training became a standard method, the advancements within the
systems of school and industry, technology, and the effects on society were
huge and changed everything! When the
government partnered with the University of Minnesota in 1973, they started the
first educational company called The Minnesota Educational Computing Consortium
(MECC). MECC released Oregon Trail in 1974 with worksheets and projector slides
as supplementary lessons for the classroom, and this made way for other
educational companies like The Learning
Company (1980), and Spinnaker
Software (1982) (*5). As the early games created a
solid foundation for future educational games, technology was growing with multiple ways to enjoy them, and many more “firsts” in the industry.
Some “firsts” worth noting (that haven’t already been mentioned) include the
invention of the CD-ROM (1984), the key chain-based game (Tamagotchi, 1996),
the first MMO game (“Ultima Online”, 1997), the first program to enable the
masses the ability to make their own game (“Scratch”, 2003), and the first
motion-sensing console (Wii, 2006); all of which brought us into virtual
reality (*6, & *6a). With all the acceptance in the school systems and the
advancements in technology, it was no wonder there was a growing interest in
educational games. Even homeschoolers took advantage of the different ways to
play (*7). As standards and
companies were developing, technology was advancing, and more people got
involved; we were changing just as much as our world.
PRESENT
With
all this change in the educational games industry and a growing global population of gamers, it makes sense that video games are now being used for teaching. The
more educational video games come into the classroom, the easier it is to see
they are more than just tools to teach with; they are motivational learning
experiences that can cause a life-long passion for learning (*8). The benefits
don’t stop there, as students can evolve doing twice the work 30% faster at
their own pace with more satisfaction, and a much higher success rate of 93%
with As (*8a). Simulations are still being developed and used today, but they
are unbalanced in advancements between fields. For example, health care still
needs to catch up to aviation since 1979, due to only a small portion of
educational training needs being met (*9). In 1979 a collaborative and
supportive company called “Communitech” started, that aimed to help grow more
talent, better support, and global recognition for their tech community. Now
with nearly 1,000 tech companies calling our Waterloo Region “home”, Communitech’s
industry-led innovation centre has become a valuable asset to our community
(*10). The evidence here shows there can be many benefits, we just need to keep
things balanced and on-growing.
Change
can inspire growth in so many ways and areas, that we are continually evolving
in our perspectives and actions as people. As outside the box thinking is often
needed to change our world for the better. For example as Chris Haskell states
“Crazy ideas deserve to be tested.”, he tells us of a theory about classes
being a game, and how we try to win from the moment we walk in by how we talk,
how we prepare, and even how we interact (*11). Technology is continually moving forward attempting to
develop better-built products and services. Now virtual products using
simulations are available from several companies, that are tailoring them to
specific training needs; so learners of all kinds can benefit from mixing
virtual simulation methods. (*12). There is an open education
movement of which Open Education Database (OEDb) has been a leader since 2007,
when they were the first to offer online college rankings (now every January).
To continue helping with finding the best fitting opportunities through
education for learners, they now feature a collection from the world’s top
universities of over 10, 000 free interactive resources and open courses (*13). When we are inspired we can think, build, and
even create movements for the betterment of our world now and in the future.
FUTURE
As the future is fast approaching, we must think of
positive potentials, and what we can improve on now. It is believed that schools
will change 10 times more in the next 10 years than they already have in the
last 100 years, and that educational video games will be just as important as
the textbooks. If we want to help our systems to change, we need to look for
better outcomes by using different-than-traditional methods when they no longer
work (*14). Welcome to VR (virtual
reality)! - A realm of potentials now and in the future with not just
simulations and learning, but jobs too. As there is currently 200 employers
looking for employees, anyone with talents in areas of education services,
information, professional scientific and tech services, or retail &
manufacturing should consider the job opportunities (*15). Since 2004, the New
York City based non-profit corporation “Games for Change” aims to impact
society for the better by using digital games. To advance the field’s growth
they also help with best-practise highlights, new projects investment creation
and direction, and assembling stakeholders, and even have a lab page to check
out (*16). With all this growth it’s not surprising how much change has
occurred along the way, nor how much it may change in the future.
The future holds so many unknown golden opportunities,
that we as a species need to expand our thinking and ways of doing things – now
is the time to start. There is always room for improvements, and as Chris Haskell
said “Let’s play a different game” (*17), he tells us of a game-designed class
they built. We can see the bigger creative innovational thinking that led to
their success from the mix of educational video games and the following
criteria:
·
No letter grading, no homework, and no deadlines.
·
A failure allowance and reward system.
·
Student feedback, curriculum progress, and a “winning
condition” defined and always visible.
·
Students choose activity and/ or quests from multiple
pathways.
·
Point value and minutes for activities and/ or quests given
by students.
·
Achievements earned with experience points, badges, and
rewards to represent expertise.
·
Quest completions open new activities and/ or quests, and
level-ups open new curriculum.
·
And teachers tracking the learning. (*17a)
As technology continues to transform our world, we will
continue to enter into new digital information-ages with everything accessible
online and beyond. But despite the infinite amount of gadgets and gizmos to be
found, the best are those that provide exactly what we want at the best
possible prices (*18). With today’s ever-growing society, it will be even more
important to be able to communicate across cultures, have a digital mindset,
and collaborate virtually. Our global citizens may need to take on a multiple
disciplinary perspectives, to better understand real-life experiences and
connect new knowledge (*19). Whenever change is afoot, it is always better to
keep perspectives open and test the unknown, before we can conquer the
unexpected.
Taking this look
back at our past with educational video games shows our interests in the growth
of technology and the growth of educational video games in the systems (school
and industry, tech, and society). It also shows that educational video games
were not only being incorporated into the systems, but design-minded thinking
was and is continually on the rise within educational video games and all three
of these systems. Educational video games are
quickly becoming the essential key/ tool for our educational future. And as
simulations have become virtual, so has our reality. Just like simulations, there are a lot of hidden learning opportunities
in educational games just waiting to be discovered, developed, and used.
REFERENCES
1.
AACN Advanced Critical Care (AACN
ADV CRIT CARE) “History of Simulation” (Michelle Aebersold, March 16, 2016) Used: D1a: Intro - *1, & Pt.3 - *4; D2a: Pt.2 - *9 & *9a, & b: Pt.2 - *12. http://eds.b.ebscohost.com.eztest.ocls.ca/eds/detail/detail?vid=1&sid=6a1e3b4e-816d-4f19-bc94-abd9ee973bca%40sessionmgr104&hid=111&bdata=JnNpdGU9ZWRzLWxpdmUmc2NvcGU9c2l0ZQ%3d%3d#AN=113683029&db=ccm
2.
Tiki-Toki
“The History of the Educational Gaming
Industry” (b-phats, 2016) - See list on master file. From sections: “LOGO Developed“, “Oregon Trail Released”, “DOS ushers in IBM era”, “The World Goes
Online”, “MECC”, “Edu-Ware Founded”, “The Learning Company Founded”, “Spinnaker
Software Founded”, “CD-ROM is Invented”, “First Tamagotchi Sold by Bandai”, “
“Ultima Online” Released”, “ “Scratch” Released”, “Nintendo Releases the Wii”. Used: D1a:
Pt.1 - *2, Pt.2 – *3, & Pt.3 - *4a, & b: Pt.2 - *6a. http://www.tiki-toki.com/timeline/entry/176491/The-History-of-the-Educational-Gaming-Industry/
3.
IBM “The birth of the IBM PC “ (IBM, 1981/
teacher says 2016) Used: D1a: Pt.2
-*3. https://www-03.ibm.com/ibm/history/exhibits/pc25/pc25_birth.html
4.
Teach
Thought “A Brief History of Video Games
in Education“ (Terry Heick, Sept.12, 2012, par. 1, & 2) Used: D1b: Pt.2 - *6; & D2a: Pt.1 - *8. http://www.teachthought.com/uncategorized/a-brief-history-of-video-games-in-education/
5.
Open
Education Database “50 Educational Video
Games That Homeschoolers Love“ (OEDb (Open Education Database), Aug.28,
2012) Used: D1b: Pt.3 - *7; & D2b: Pt.1 - *V2. http://oedb.org/ilibrarian/50-educational-video-games-that-homeschoolers-love/
6.
TEDxAmmon
“(“Blowing up the Gradebook- Using Video
Games for Learning” by Chris Haskell, March 17, 2014) Used: D2a: Pt.1 - *8a, b: Pt.1 - *11; D3a: Pt.1
- *14 & 14a, b: Pt.1 - *17a,
& Pt.3 - *19. https://www.youtube.com/watch?v=H0zeipr-cVc
7.
Communitech (“About” by Communitech, 2016) Used: D2a: Pt.3 - *10. https://www.communitech.ca/who-we-are/
8.
Open Education Database – OEDb (“About”
by OEDb, 2016, par.2) Used: D2b: Pt.3 - *13.
http://oedb.org/about/
9.
Ben Lang (“200 Companies Now Hiring – A Look at the
Growing Virtual Reality Jobs Market” by Ben Lang, May 29, 2015) Used: D3a: Pt.2 - *15. http://www.roadtovr.com/200-companies-now-hiring-a-look-at-the-growing-virtual-reality-jobs-market/#
10. Games for Change
(“About” by Games for Change, 2016) Used: D2b:
Pt.3 - *16 http://www.gamesforchange.org/about/
11. Gadget Review
(“Gadgets, Gizmos and Gear Reviews For 2016”, 2016) Used: D3b: Pt.2 - *18. http://www.gadgetreview.com/reviews/gadgets
12. Greenwich Public
School (“Transdisciplinary Learning
Approach: A Hands-On Workshop”, 2006) Used: D3b: Pt.3 - *19a. http://www.greenwichschools.org/page.cfm?p=6695