I stepped through the doors of our energy efficient paperless school, one where students are encouraged to explore; it is focused around collaboration, gaming, virtual learning and 3D holographic technology, where all the surfaces are interactive and dynamic. The words came flowing; learning, feedback, group dynamics, e-portfolios, programmable and adjustable capsules...yes the day has began. Through ‘Berkeley’s world’ (BW) the game designed just for the school I got a request to show a visitor around for the day….Mrs. Daily. Upon stepping through the doors my alert came on my device welcoming me and also analyzing my mood and basic health stat so I smiled because of the results. Mrs. Daily looked at me puzzled; I explained to her that our biometrics system is used to examine everyone that steps through those doors. First, it identifies who you are and send you a welcome message, then it moves on to more detailed things such as your physical and emotional state...”you will see this in action later”. As we moved through the building she was fascinated by our multi-touch surfaces… “I have never seen it being used at such a level she exclaimed.
After showing her around, we went to one of our conference rooms. I explained the structure of our school before moving to one of our classrooms. I explained that our school is set on the instructional pyramid with four elements all interconnected, teacher, space, student and content. Our students, teachers and administrators are engaged on a daily basis and this is not only done at the classroom level but also due to the structure of the school, where we believe “education is designed and to design is education”. The students work is always on interactive display. Through the support of tea... ... middle of paper ...
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In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who
Gee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning 2.1 (2005): 5. Print.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
White, William B., Jr. "What Value are Video Games?" USA Today 03 1992: 74. ProQuest. Web. 6 Feb. 2014 .
I can still see that there’s a lot of potential in the field of education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilise the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in the real game of life.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
Technology is becoming more and more dominant in our society.Everyday upgrades are being made and new innovations are being discovered. Technology is all around us whether we want it to be or not: it is the vehicles we drive, it can be found in our homes, and can even be found in the grocery store.Every place we look there is some type of technology.I believe technology has had a major impact on our school systems and is still impacting it today.There are those who do not agree, though, that technology has impacted our schools.Eric Gormly writes, “In fact, many theorists point out the overall impact of technology on education has been quite small, manifesting little discernible change in the classroom.” [1]Yes, there are some schools that are not as advanced as others, but many of them do have a significant amount of technology in them.I find it fascinating that so much technology has been incorporated into our classrooms, but I believe that, even with all of the positive aspects that are associated with technology, there are some negative and even dangerous aspects that should be taken into account.I will be sharing some of the equipment that has been used in the schools, how both the students and the teachers use the equipment, and also the positive and negative effects that technology has had on our schools.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
The Web. The Web. 19 February 2014 Norcia, Andrea. Parents & Teachers: The Impact of Video Games. Palo Alto Medical Foundation, Inc. August 2013.
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
Modern technology has made it so much easier to obtain educational information for classroom or homework assignments. It offers educational games that stimulate the brain and help children who have difficulties focusing on traditional teaching and learning procedures. College students are even taking advantage of online courses that many colleges are offering as an alternative to physically attending classes. Advances in technology and computers will continue to play an important role in education for many generations to come.