Noor Izzati Rahim
noorizzatirahim@gmail.com
Abstract
Games and learning are two aspects that has been aiding the progression of human, it shares common elements that help in laying the foundation for a better life ever since our inception.
Digital Media Content Development MCD 7213
Electronic Games For Teaching And Learning: Past, Current And Future
Table of Contents
Abstract ------------------------------------------------------------------------------------------------- 2
1.0 History of Electronic Games for Teaching and Learning
1.1 The Past Era ---------------------------------------------------------------------------- 3
1.2 The Present Era ------------------------------------------------------------------------ 4
1.3 The Future Era ------------------------------------------------------------------------- 5
2.0 Conclusion ---------------------------------------------------------------------------------------- 7
Abstract
Games and learning are two aspects that has been aiding the progression of human, it shares common elements that help in laying the foundation for a better life ever since our inception. Its ability to perfectly blend with education, through the teaching or learning process, has further develop the mind and eventually fulfilling our potential. The nature of games has evolved in recent years due to the progress and development of technology, advancing into electronic games. This new platform of educational games is inarguably more attractive and virtually has no boundary, allowing it to fulfill the objective of the course. By maximizing its full potential, the educational process through electronic games is definitely going to catapult the teaching and learning experience into a whole new level.
1.0 HISTORY OF ELECTRONIC GAMES FOR TEACHING AND LEARNING
1.1 The Past Era
Computer has long been invented and used in human civilization despite its relatively young age of exposure within our society. It is believed that the first known use of the word "computer" was in 1613 in a book called The Yong Mans Gleanings by English writer Richard Braithwait: "I have read the truest computer of Times, and the best Arithmetician that ever breathed, and he reduced thy days into a short number." It referred to a person who carried out calculations, or computations and the meaning has since changed to represent a machine that carries out computations (Oxford, 1989).
The computer was first invented with the idea of performing task like any other machine, in order to make daily routine easier. Computer has since evolved into something important in our life, for education, industry, and even to an extent of being used in the war. It has been part of our daily life, and being used by almost every layer of society. The young ones are no exception, as the computer has now evolved into few other machines such as smartphones and tablets. This has made the idea of electronic games for teaching and learning much relevant.
In 1967 the first interactive game Logo was invented, a simple programming language. By 1970 it has been implemented by schools in teaching students, about the blending of computer programming and mathematics. It was a great first step, paving the way for more interesting electronic games use in teaching and learning years after that such as the historical-themed Oregon Trail and Math Blaster.
In 1984, the creation of CD-ROM by Sony has been helping the educational gaming industry, as it enables a greater storage than the floppy disk. The increased storage allows the game developer to enhance the graphics and more complex game build-up. Besides computer, consoles such as PlayStation and Sega CD has utilized this technology to progress in the gaming industry. The electronic games for learning and teaching has also changed by the time it arrived as Apple II and the Comodore 64 computer has been planted in most of the school computer lab in order to change the education orientation while ushering the technology for the future.
Things then took a different twist in 1991 as the World Wide Web or as being famously known these days, Internet, was officially launched to the public. This has definitely change the computer and other electronic devices process, as it changed the way the society access and execute their project. Not to be excluded, the educational electronic games has also been part of it, as it links the computer to another different computer and servers out there, allowing the medium and element more reachable than ever before.
1.2 The Present Era
The electronic games for teaching and learning are easier to access and the target audience are spoilt for choices as they can pick from the conventional educational games such as Brain Age to the creative, relax-themed Spore. Users also has the luxury to learn and teach at other platform besides computer such as Nintendo Wii or Microsoft Xbox 360. The progress in technology also resulted in the faster connection of World Wide Web or Internet, a global system of interconnected computer networks that allows the user to learn and teach online.
The current state of the electronic games industry seems to be promising. With an increased focus on 21st-century skills by employers, governments, and higher education, it seems inevitable that younger students will start to learn via games, which incorporate many technical factors that can be used as learning elements. Recent research also found that 90% of kids between the ages of 2 and 17 are already playing video games, so the familiarity level with the medium is quite high.
Multiplayer games are also on the rise, due to its nature that prioritizes teamwork and management aspect. As the face of new generation learning method, it will definitely support the students and enabling them to solve the problem addressed in the games together with fellow user. Besides that, electronic games are even starting to replace examinations in some places, as teachers realize that success in game-based assessments requires deeper learning than the just pure memorizing that is often the crucial factor in more traditional types of tests.
All these inventions have fit alongside the conventional teaching and learning as it enables the teacher and student to have a different and fresher approach in the educational world. The student now has choices in order to reach their potential, while it also allows the teacher to fulfil their task in an innovative way. Despite being seen as a weapon of destruction, electronic games is also viewed as an "important tool for teaching complex principles” (Davidson, 2011). Electronic games for teaching and learning has definitely promote student engagement and enhance the learning process.
1.3 The Future Era
The programmer and developer of the game has been striving to improve, to reach into the uncharted level and all that has become easier due to the advancement of the technology today. The electronic games itself has been dubbed as the education of the future by many, as for decades, psychologists have studied video games as models of intrinsically motivated learning. The techniques that games use—fantasy, control, challenge, curiosity, collaboration and competition—are now the cornerstones of motivational theory” (Squire and Ramirez, 2015).
With an abundance of gadgets such as smartphones, tablets and consoles besides computers, electronic games is viewed as the future of teaching and learning. The development of more advanced motion sensing device Kinect by Microsoft is set to help the cause. Based around a webcam-style add-on peripheral, this wonder enables users to control and interact with their main game station without the need for a game controller, through a natural user interface using gestures and spoken commands. This technology has been gradually implemented at schools, besides other invention such as Hololens (headset stressed on motion and voice control) and Gaming Glove (controlling movements in the game with hand gestures via this virtual 3D controller).
The independence that being set upon the students, with the integration into the curriculum, organized into the typical game missions and quests; focuses on multifaceted challenges, giving them the idea that there may be more than one correct answer, letting students explore different solutions by making choices along the way making electronic games as the future of our education system.
Games can be a strong method towards more unrestricted pedagogies such as learning by inquiry-based learning or by design. In our vision of this game-based learning future, children are not only glued to screens, but also physically, emotionally and socially engaged with the world. Our evaluation systems will need to accept the reality that not all learning can, will, or should be captured on devices.
2.0 CONCLUSION
Electronic games able to reach the student in different levels and it assists the teacher to identify their deficiencies, as every student learning ability is not the same. It has been making the student engagement process much easier and better than ever before, as the student enjoy learning while reducing the error and misunderstanding in the studying process.
The nature of electronic games that is virtual reality has also enable an activity or idea that cannot be completed in conventional games to be achieved. In the situation where only the practical method allow the student to endure the actual condition such as the flight simulation, where the real time flight situation are possible to take place due to its simulated nature. It also gives the opportunity to the student to experience the real time situation without causing any damage or loss of life, allowing them to master the skills or nurture the talents in them within their own capacity.
Proven as way more engaging than the conventional learning and teaching process, the electronic games has always been more attractive and relatable to the students’ appetite. The continuation of the students’ desire to continued are mostly because of the motivation causes by the failure in completing the level of the games. Electronic games, despite not being its unsteady state to unseat conventional method of teaching and learning, is definitely the future of better education.
REFERENCES:
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http://www.tiki-toki.com/timeline/entry/176491/The-History-of-the-Educational-Gaming-Industry
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Squire, Kurt, Ramirez, Dennis (2015) “Video games take learning to new heights”
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"computer, n.". Oxford English Dictionary (2 ed.). Oxford University Press. 1989.
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Gee, James Paul (October 2003). "What Video Games Have To Teach Us About Learning and Literacy". Acm Computer In Entertainment 1 (1): 1–4
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Randel, Josephine M., Morris, Barbara A., Wetzel, C. Douglas, Whitehill, Betty V. (September 1992). “The Effectiveness of Games for Educational Purposes: A Review of Recent Research” (3): 7-9
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Davidson, Cathy N. Now You See It. New York, NY: Penguin Group USA Inc. pp. 144–148. ISBN 978-0-670-02282-3
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