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.

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Presentation transcript:

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 (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 self- generated, 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 self- generated, 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: /ital 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 1&u=housaton_main&it=r&p=AONE&sw=w

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 &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 sw=w&asid=e4dc6567a207d741c2907fb4896d7178http://go.galegroup.com/ps/i.do?id=GALE%7CA &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 &asid=cf4b55e974eb2afb43782a116e27dcad &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 &asid=939441ce78529e7f db008 &asid=939441ce78529e7f db008

References Maier, A. (2012). Doing good and doing well: credentialism and Teach for America. Journal of Teacher Education, 63(1), 10+. Retrieved from &v=2.1&u=housaton_main&it=r&p=AONE&sw=w &v=2.1&u=housaton_main&it=r&p=AONE&sw=w Sass, E. (2013,August). American educational history: A hypertext timeline. Retrieved from resources.com/educationhistorytimeline.htmlhttp:// resources.com/educationhistorytimeline.html Teach for America Inc.(2012). Teach For America Mission. Retrieved from

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 &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 sw=w&asid=e4dc6567a207d741c2907fb4896d7178http://go.galegroup.com/ps/i.do?id=GALE%7CA &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 &asid=cf4b55e974eb2afb43782a116e27dcad &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 &asid=939441ce78529e7f db008 &asid=939441ce78529e7f db008