Showing posts with label learning. Show all posts
Showing posts with label learning. 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



Thursday, February 21, 2013

Theory - My Inaugural Address

(~*~)
Hello,

STRENGTH IN NUMBERS
  Each time we gather, we bear witness to the enduring strength of our roots as individuals, families, friends, neighbours, and a strong community. We recall what binds us together. It's our participation efforts, giving natures, acceptance of others, and abilities to grow many kinds of friendships that not only aid us but provides us what's needed - love & acceptance.

PLEDGING
  To pledge to an idea, is to agree to that idea. To follow through, is to be held accountable for not only our own words, but our own actions also. To pledge allegiance with those that are different than ourselves (articulated in oration, written word, or otherwise), is to be open to many other aspects in Life. It does not matter what size, shape, skin colour, religious belief, or nationality we have. These should not be thought of negatively, as it is this diversity that can aid both "inside the box" & "out of the box" thinking for Life improvements. 

   This way we continue to learn, grow, and move forward together. With diversity, "outside the box" (as well as "inside") thinking, clear perspectives, openness, and positive decisions/ actions; with our youth we can change the planet for the better. It is, and always has been, one of our greatest strengths - NOT a weakness. And to me, it shall remain. 
DETERMINING THE FUTURE
  To determine our future as a species, we must know and keep notes of the ever-changing lists of  "what we CAN do", and from that "what we should NOT do". This is only the beginning. Individually and together we determine our outcomes, and we can plan our futures with our youth! Celebrating love, acceptance, positive initiatives, entrepreneurship, participation with others, community building, and continual hard work enables and grows confidence, capability, and responsibility as constants in our characters. 

HISTORY SHOWS
  History shows that these truths are vital to our society/ species, and must be secured as they are not self-executing without our efforts.  When times change, we must also. This is understood, as part of Life. Just as new challenges greet us, we must rise to the occasion with new ideas from any/ all of us. 

   Keeping loyal to positive and fair principles & practices without any kind of pre-judgements has proven best; to meet today's demands, preserve freedoms, and grow stronger as a collective - the citizens of Earth. For no single individual can learn/ do everything, and certainly not completely alone. It requires the knowledge/ experiences of others. 
TOGETHER
   Together we possess everything we need to progress in positive ways as a species - a world without boundaries/ limitless like our imaginations intended it. It's up to us to decide where we go. How we get there is crucial. When war comes into "the game" of life, we ALL suffer as we are fighting and weakening our own species. Many have been started for secret reasons of greed over resources, power, money, or all three. Many have not needed to happen at all.
  We understand that we cannot succeed as a species when few do very well, and many barely make it. Prosperity in money must come to rest upon the middle class, and the striving poor; not only for the rich. Prosperity comes in many forms, as it should - not just money. When everyone can find independence and pride in their work; we learn, grow stronger, and progress as individuals, as community members, and as a species. To do so we must build roads/ networks, participate with each other, and offer workshops through our businesses. 

   Now more than ever, we need to come together to accomplish much! To reform our educational systems/ programs, our ways of dealing with each other, and to empower ourselves and those in need when needed. These are a few examples of basic dignity, security, and behavioral needs. Too much has gone to waste, too much poverty, illiteracy, and misconduct. We should be able to care for the generations that built our community, ourselves, and our youth as this will aid us to build the future. 
   Freedom & happiness are NOT just for the lucky or wealthy, they are for ALL to enjoy! The commitments we make to ourselves & others help us, enable us, strengthen us, & matter! For they free us to enable many positive growth aspects. 
BRINGING MEANING
   Today we continue to bridge meaning to these words, with the realities of our times spent/ together. We are entrusting each of us to pass this knowledge on to the younger generations, if we are to survive in the future they must come to understand us also. So far, so good...  Our children will be running the world soon enough. Their knowledge, perception of such knowledge, and action plans are vital to the future of us as a species as well as our planet. Let's teach them well!

GLOBAL COMMUNITY THINKING
  We must become the anchor of strong alliances in every corner of the globe, expand our thinking of what is considered as a "crisis" globally, and work towards eliminating such opportunities for "crisis" to become active anywhere. To be courageous and try to resolve differences, think clearly when confusion is upon us, face our fears, and engage with positive activities in matters of importance. Tolerance, opportunity, dignity, justice, these are just a few topics to discuss/ think about. Our journey is not complete until everyone is treated equally, no matter what size, shape, sex, age, nationality, or religious belief. Every land is a "land of opportunity". We don't need to "go on vacation" or "start anew" somewhere else, we just need to do it/ change what we do where we are.
STAYING TRUE
  To be true to these words/ truths and progress, we must not delay with clear informative decisions and actions. For these efforts are what form our tomorrow, and the tomorrow of generations to come! The time to prepare ourselves and our children MUST be seized NOW! For if we "slack off" we will not only lack things in the future that are necessities, but we will possibly lose life progressions as well.
  We hold these truths to be self-evident, that ALL are created equal, that they are endowed with certain unalienable rights, that among these are Life, Liberty, and the pursuit of Happiness. Let's not forget these rights within Liberty - to have the freedoms to think independently, to create, to have time for each other, and to improve our surroundings - and ultimately our world.
  We have that power, so let's embrace it with common effort, purpose, passion, dedication, and courage to answer this call of need. For the future, and our children's children's children's future. May we walk forward in positive thoughts, intentions, and activities.

(0122131025AMishC.E.S.)
(~*~)
Until next time...

MUCH LOVE!
Chris S./ C.E.S. (*@^@*) 

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