Games have changed a lot since the beginning of gaming. We have left the world of monochromatic pong and entered a immersive and engaging environment. I grew up with video games. Although this dates me a bit, I remember when N64 came out. My first system was a used Super Nintendo, I don't really remember how my family got it anymore, but I do remember the N64. We got it for Christmas and I was so excited. We were all just blown away by the graphics. I remember the Playstation 2 and the xbox 360 made the previous ones look terrible. Going backwards is painful. I don't know if you have ever tried going back, but games I once adored are now unplayable because of how it looks. I assume that this will continue to happen as technology advances. Screens, graphics cards, processors, and all of the parts improve. Rendering software improves, as does the ability to display it in real time. That is what I think the true future of gaming will be - everything we have now but better. Better resolution, better options (including 3D and who knows what after that! Holograms? Something else?), more in-depth, more realistic, more responsive, more lifelike, and overall better games.
My earlier blogs were less confident and more exploration about gaming in the classroom. I have always believed in the potential of games and simulations, but I did not think that there were as many options as currently exist. I knew about some games, but over the past few weeks, I have learned a lot and found many additional ways to incorporate games. It has also been interesting to see the validation through research and how these fit into educational theories.
As far as gaming in education, this is something that is still struggling to find its place. There are a couple of reasons for this. Unlike traditional gaming, educational games have to be tested to ensure that they are effective. That is the hard part about academia - we always want to run tests, simulations, and evaluate our work. It is what allows us to grow. However, it keeps us from growing at as rapid a pace as the business world which is motivated by profits, interests, and demands. The other reason is the lack of backing from serous gaming companies or large profit businesses. Because of this, these games often do not have the best programers working countless hours to produce an amazing product. Their programers and artists may be skilled and dedicated, but it can't match the scale that other companies have. In addition, teachers may feel that games do not have a place in the classroom, that they don't know how to find games that are fitting, or may not even know that games are a learning option.
The classrooms of the future will likely have a lot more technology integrated. The technology will be seen as something that is commonplace, no longer something radical, outside, or uncommon. In the past, classes took place on chalkboards. Today's classrooms are focused around computers and PowerPoint, sometimes with a small whiteboard tucked behind the computer projection screen. A few decades ago, this would have been seen as unthinkable. Computers and technology as a whole had not progressed to that point. Even when it had, cost was a huge barrier. The price of technology is falling and it is becoming more integrated into our lives. As this happens, I expect to see it integrated into all parts of society - this includes our classrooms and learning environments.
The book that I was reading over the past few weeks by Jane McGonigal (2011) Reality is broken: why games make us better and how they can change the world details some of the benefits of details. One of the most important points that I feel McGonigal makes in her book, aside from the viewpoint of gamers as something other than socially inept nerds, wholeheartedly participating in something that teaches you important skills, such as collaboration.
Some of our classrooms are already benefiting from games and simulations. This isn't a new teaching tool either, it has been around for quite some time. The number of classrooms using the early games may have been limited, but it has grown. Many of us may remember playing some of these games in our own schooling (Hicks, 2012). Games can help to teach students who might have trouble in a traditional classroom setting. It can help to engage those who area already learning well through interactive materials. Games provide "[o]pportunities for different students with different interests, abilities, and capacities to learn different topics, at different rates, and through different media” (Squire, 2005). The classroom in the video below engages their students through educational gaming (BGS eLearning, 2009).
Games not only appeal to a variety of learning styles, but they also allow us to take risks and chances that we may not take otherwise. This article mentions this very thing (Labyrinth). These immersive environments are spelled out by Burns (2012) in her article detailing the various types of games that can be seen in the modern classroom. A lot of these are just gaining ground in education.
I expect that the classroom of the future will have considerably more games for several reasons. The main reason is that the technology will continue to improve and costs will decrease making it more economically feasible. The second reason works in tandem with the first. The future teachers are currently engaged in games themselves. My generation, and those after me even more so, grew up gaming. As games are seen as more common, socially acceptable, and a way to learn things they will find their way into the classrooms more and more. As this happens, businesses will see the profitability in this and start producing more games that are of high quality for educational purposes. Games have massive potential and I expect that we have only begun to see how games, simulations, virtual realities, augmented realities and other forms of engaging technology will shape our classrooms and learnscape.
Works Cited:
Burns, M. (2012). Immersive learning for teacher professional development. eLearn Magazine. http://elearnmag.acm.org/featured.cfm?aid=2181208
Hicks, T. (2012). A bried history of video games in education. Teach Thought. http://www.teachthought.com/video-games-2/a-brief-history-of-video-games-in-education/
McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World.
Squire, K. (2005). Changing the game: what happens when video games enter the classroom? Journal of Online Education 1:6.















