Showing posts with label dreaming. Show all posts
Showing posts with label dreaming. Show all posts

Thursday, August 4, 2016

C.E.S. - Communications Report

(~*~)
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



Tuesday, June 4, 2013

Poetry - Dreaming



 Dreaming


Is there a life for me,
out there in the vast distance?
Will I find it with ease,
or defiant resistance?
Is someone there for me,
to guide me through the dark?
Or will I stumble and fall,
on some piece of bark?
Can I find my way,
even on my own?
Without too much dismay,
like a free fly zone.

Where are my resources,
are they in reach?
Where are my friends,
to break at the beach?
Persistence helped me through,
this jungle I once knew.
As I find myself,
Life flies by screaming.
I think of shelves,
and catch myself dreaming!
(0604131128PMishC.E.S.)

Saturday, February 5, 2011

Please Be Strong For Me

(~*~)
Hello,
   This was a dream I had when I was on my last day of recovery (from surgery); in the hospital in London a few years ago. I caught myself saying/singing this as I was waking up, and thankfully actually remembered the dream. I wrote it out right then and there, so as not to lose it. However some "holes" were present from the details, so I have written it out in story form. It could be a movie/ video/ song...
(~*~)
The words I was saying/singing as I awoke:
'Help me up baby, please be strong for me'
+
The dream:
Hold me up baby, please be strong for me
+
Scene starts:
   Two girls (Let's call them Sam & Alex) are in a group of friends, they are the best of friends. They go to school in a "street kid" kind of neighborhood; with bickering, fighting, and attitudes gone awry scenes throughout. The old abandoned buildings with the local cafe, is where they all like to gather and hang out. But this part of the neighborhood, they should never have hung out in. For they were seen by an influential individual - a well known "big shot" movie producer. (Let's call him Steve).
   This movie producer (Steve) started to come by often to watch them. And noticed how they like to do skate-boarding tricks both on the ground, and off the roof tops of those old abandoned shops and cafe. He thought some tricks were pretty crazy, so he had no problems with asking them to do more.
   Then one day, Steve told them that if they could do those tricks on film without being nervous, then they could make some good money from the movie/ videos. And that he would be back with a film crew in a few weeks.
   For two weeks the kids were all excited, and practiced what they might do. They were all for it! Sam & Alex saw all the crazy tricks, and how "hyped-out" everyone was. And decided it wasn't for them, they would just watch.
   The day of test filming came, and so did Steve - with his crew. He had those kids doing all kinds of crazy jumps, tricks, and flips off of those roof tops!! At first everything was fine, but then he brought out a swing, and some other equipment. The tricks got riskier, and some minor injuries started occurring. Sam & Alex got worried, and tried to warn their friends when the commotion of the day was over. But their friends just laughed, and carried on with their plans.
   As film day finally came, so did the heaviest rainy day this neighborhood ever saw. It made everything not just wet & slippery, but some things were down right slimy! As Sam and Alex sat on the nearby steps watching, they couldn't stop thinking of the possible fatal accidents that could happen. It was like an unstoppable dream being imposed upon them. They knew their friends wouldn't listen even now as some fatalities began to happen. Rendering the feelings of a broken heart and helplessness. And Sam said "Sprained wrists, ankles, and tail bones are the least of their worries now."
   Next was a fractured arm, a couple of broken legs, and a back/ tailbone problem; which sent them all to the hospital. But it was the sudden death of a girl, that startled them all! It was like a slow motion scene in the movies. Sam & Alex watched as a girl dressed in a yellow & black leopard-print leotard, miss the trick she was attempting. She landed head-first, into the concrete below.
   At first nobody really knew if she was okay or not.  Then one of them approached her body, and checked for consciousness and a pulse. Alex was so shocked that while trying to stand, she slipped on a slimy step and almost knocked the wind out of herself. As she tried to stand up again, she cried to Sam over the loss of their friend. And she said "Help me up baby, please be strong for me."
~ The End ~
(~*~)
The possible song/ or parts of... :
Title: "Help me up baby" or
"Please be strong for me" 
(or any partial of either)
+
I remember the day it all started,
a sunny day filled with promise.
He told you he had all the answers,
for the questions you hide.

Didn't we try to warn you,
holding back our tears.
Help me up baby,
please be strong for me.

Then the dreaded day came,
it was raining so hard.
Your chances in his hands.

Many started to faulter,
with shaking limbs.

You did it anyway!
You did it anyway!

Didn't we try to warn you,
holding back our tears.
Help me up baby,
please be strong for me.

Now that you are gone,
never to return to us.
We cry openly,
and we say...

Didn't we try to warn you,
holding back our tears.
Help me up baby,
please be strong for me.

Help me up baby,
please be strong for me.
[051305730AMishC.E.S.]
(~*~)
Until the next time...
Pleasant journeys!
Chris S./ C.E.S. (*@^@*)
.