My Future Vision of Education Presentation

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Future of
Gaming education
By Frank Csanadi Jr.
Learn for America Summary
• Started out as Teachers Corps (Sass)
• Teach for America was re-established as a non-profit
organization, it utilizes the top graduates from
different colleges to help teach children in areas of
high poverty and strong violence(Teach for America)
• During the 1960s President Lyndon B. Johnson
established the Higher Education Act which involved a
special group of people called the Teacher Corp (Sass).
• A program that recruits recent graduates to make a
difference
• They use volunteers to teach inner city kids.
• Twenty Eight Thousand alumni
• Each student volunteers for two years
• They teach all different subjects to the high poverty
and
Summary Continued
• Number of participants
quadrupled from eight hundred
sixty eight to about thirty six
hundred.(Maier)
• TFA recruits have an average
GPA of 3.6, they also tested high
in the standardized aptitude test
(SAT) with an average of
1.344.(Maier)
Techniques
Futuring – evaluating possible future
outcomes
Scanning- Reading what is going on in the
world and staying up with the times
Future Scenarios
• Exergaming
• Helps build balance with elderly people.
• War Games
• Military have special exercises that gives a real world
feel to better train our troops.
• Massive Multiplayer Online Role
Playing Games
• These are popular today but in the future it looks that
there are going to be more educational like Second
Life. They are always updating with new content.
Trends
Virtual classroom-The participation between
teacher and learner is more or less selfgenerated, but a social presence must be
created for all participants to feel a sense of
belonging to the online course(Bolduc 2012).
Activity based- Modern technology allows
for running jumping and all kinds of
movement while in a singular space. This
may allow a child to solve problems and
experience life or potential career paths in
this active game environment(Hansen 2012).
Trends
Low-tech and High- tech gaming- High tech
games have become a huge multi- faceted
billion dollar a year industry and will
continue to become immensely popular into
the next decade(Manusos 2013). Since the
1980’s, research has been garnered into ways
to initiate video gaming learning into our
school systems. The potential is immense but
so too will be the cost and ways to utilize low
tech (low cost) gaming in the board game
format have also met with similar success.
Systemic game-playing- games to be
designed as competitive exercises in which
the object is to win and participants must
apply subject matter or other relevant
knowledge in an effort to proceed and
achieve (Almeida 2012). In an educational
system systemic training must be used to
portray the human system, the ecological
system, our political and economic systems
and our very own existence itself.
Trends
Virtual classroom-The participation between
teacher and learner is more or less selfgenerated, but a social presence must be
created for all participants to feel a sense of
belonging to the online course(Bolduc 2012).
Activity based- Modern technology allows
for running jumping and all kinds of
movement while in a singular space. This
may allow a child to solve problems and
experience life or potential career paths in
this active game environment(Hansen 2012).
Trends
Low-tech and High- tech gaming- High tech
games have become a huge multi- faceted
billion dollar a year industry and will
continue to become immensely popular into
the next decade(Manusos 2013). Since the
1980’s, research has been garnered into ways
to initiate video gaming learning into our
school systems. The potential is immense but
so too will be the cost and ways to utilize low
tech (low cost) gaming in the board game
format have also met with similar success.
Systemic game-playing- games to be
designed as competitive exercises in which
the object is to win and participants must
apply subject matter or other relevant
knowledge in an effort to proceed and
achieve (Almeida 2012). In an educational
system systemic training must be used to
portray the human system, the ecological
system, our political and economic systems
and our very own existence itself.
References
• M. Hobbs, E. Brown, and M. Gordon: (2006) Using A Virtual World For
Transferable Skills in Gaming Education. Innovation in Teaching and
Learning in Information and Computer Sciences 5(3), DOI:
10.11120/ital.2006.05030006
•
• Ballance, C. (2013, September). Strategic ways to develop game-based
learning for high ROI: games built with reusability and scalability in mind
can be customized and repurposed across the organization at a fraction of
the cost of building games from scratch. T+D, 67(9), 76+. Retrieved from
http://plp.hcc.commnet.edu:6022/ps/i.do?id=GALE%7CA342771603&v=2.
1&u=housaton_main&it=r&p=AONE&sw=w
References
• References
• Almeida, L. C. (2012). Implementing corporate gaming initiatives through the lenses of systemic thinking.
Journal of Communications Media Studies, 4(1), 74+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA320070246&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=d1592c927373e0b450fe28142e1612b1
• Bolduc-Simpson, S., & Simpson, M. (2012). Social places in virtual spaces: creating a social learning
community in online courses. Distance Learning, 9(3), 33+. Retrieved
from http://go.galegroup.com/ps/i.do?id=GALE%7CA305660557&v=2.1&u=housaton_main&it=r&p=AONE&
sw=w&asid=e4dc6567a207d741c2907fb4896d7178
• Hansen, L., & Sanders, S. W. (2012). Active gaming: is "virtual" reality right for your physical education
program? Strategies: A Journal for Physical and Sport Educators, 25(6), 24+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA296571690&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=cf4b55e974eb2afb43782a116e27dcad
• Manusos, D. O., Busby, J. R., & Clark, A. C. (2013, May-June). Authentic design in gaming: changing the
rules of play. Technology and Engineering Teacher, 72(8), 8+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA330250790&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=939441ce78529e7f77097930143db008
References
• Maier, A. (2012). Doing good and doing well: credentialism and Teach
for America. Journal of Teacher Education, 63(1), 10+. Retrieved from
http://plp.hcc.commnet.edu:6022/ps/i.do?id=GALE%7CA277342526
&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
• Sass, E. (2013,August). American educational history: A hypertext
timeline. Retrieved from http://www.edsresources.com/educationhistorytimeline.html
• Teach for America Inc.(2012). Teach For America Mission. Retrieved
from http://www.teachforamerica.org
References
• References
• Almeida, L. C. (2012). Implementing corporate gaming initiatives through the lenses of systemic thinking.
Journal of Communications Media Studies, 4(1), 74+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA320070246&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=d1592c927373e0b450fe28142e1612b1
• Bolduc-Simpson, S., & Simpson, M. (2012). Social places in virtual spaces: creating a social learning
community in online courses. Distance Learning, 9(3), 33+. Retrieved
from http://go.galegroup.com/ps/i.do?id=GALE%7CA305660557&v=2.1&u=housaton_main&it=r&p=AONE&
sw=w&asid=e4dc6567a207d741c2907fb4896d7178
• Hansen, L., & Sanders, S. W. (2012). Active gaming: is "virtual" reality right for your physical education
program? Strategies: A Journal for Physical and Sport Educators, 25(6), 24+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA296571690&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=cf4b55e974eb2afb43782a116e27dcad
• Manusos, D. O., Busby, J. R., & Clark, A. C. (2013, May-June). Authentic design in gaming: changing the
rules of play. Technology and Engineering Teacher, 72(8), 8+. Retrieved from
http://go.galegroup.com/ps/i.do?id=GALE%7CA330250790&v=2.1&u=housaton_main&it=r&p=AONE&sw=w
&asid=939441ce78529e7f77097930143db008
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