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	<title>adlatitude.com &#187; edtech</title>
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		<title>Educational Trends: Video Games as the Future of Learning</title>
		<link>http://adlatitude.com/2008/10/01/educational-trends-video-games-as-the-future-of-learning/</link>
		<comments>http://adlatitude.com/2008/10/01/educational-trends-video-games-as-the-future-of-learning/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 04:03:52 +0000</pubDate>
		<dc:creator>drebabels (Andre Deutmeyer)</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Educational Technology]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[edtech]]></category>
		<category><![CDATA[educational trends]]></category>
		<category><![CDATA[Project Tomorrow]]></category>

		<guid isPermaLink="false">http://adlatitude.com/?p=90</guid>
		<description><![CDATA[In a little over 30 years, video games have become one of the most pervasive, profitable, and influential forms of entertainment across the world. Perhaps most illustrative of this is the existence of television channels dedicated to gaming &#8211; in particular Starcraft.

But video games have moved well beyond entertainment. From addictions, to ADD therapy, to 


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			<content:encoded><![CDATA[<p><strong>In a little over 30 years</strong>, video games have become one of the most pervasive, profitable, and influential forms of entertainment across the world. Perhaps most illustrative of this is the existence of <a href="http://www.gamespot.com/news/6141627.html">television channels dedicated to gaming</a> &#8211; in particular <a href="http://www.blizzard.com/us/starcraft/">Starcraft</a>.</p>
<p><a href="http://adlatitude.com/wp-content/uploads/2008/10/childmac-bw.jpg"><img class="size-medium wp-image-92 alignnone" style="border: 3px solid #333333; margin:0px 10px 0px 0px;" title="child-playing-video-games" src="http://adlatitude.com/wp-content/uploads/2008/10/childmac-bw.jpg" alt="" width="350" height="240" /></a></p>
<p>But video games have moved well beyond entertainment. From <a href="http://en.wikipedia.org/wiki/Game_addiction">addictions</a>, to <a href="http://www.usatoday.com/tech/products/games/2005-09-26-video-game-therapy_x.htm">ADD therapy</a>, to <a href="http://www.npr.org/templates/story/story.php?storyId=94884967">providing comfort during economic recessions and depressions</a>, video games are playing an increasingly active role in defining us.</p>
<p>With the role of video games growing in importance, is it really any surprise to think that education will have to follow suit? I don&#8217;t think so. Video games as education have existed for as long as I have been breathing. Growing up I played Number Crunchers, Math Blaster, Oregon Trail, and US Presidents to name a few. Even games that I wouldn&#8217;t have considered educational at the time contain educational value (<a href="http://en.wikipedia.org/wiki/SimCity">Sim City</a>) according to <a href="http://www.marcprensky.com/">Mark Prensky</a>. Simulations (like Sim City) were once <em>&#8220;the province of gamers, scientists, and the military, [but today] has emerged as a huge buzzword in training.&#8221;</em> Take for example the flight simulator. The <em>&#8220;flight simulator was originally conceived as an entertainment device for fairs. Nevertheless, the flight simulator is [now] acknowledged as a revolution in learning and training [by the military and commercial flight schools].&#8221;</em></p>
<p><strong>The real question</strong> is will games ever be accepted by those who need to accept it &#8211; the teachers and parents? That is a much more difficult question to answer. According to a 2007 survey conducted by <a href="http://www.tomorrow.org/index.html">Project Tomorrow</a> we have some work to do in this area.</p>
<p>Among the survey findings:</p>
<ul>
<li><strong>More than half</strong> of students in grades 3 through 12 believe educational gaming would help them learn.</li>
<li><strong>Only 16% of teachers</strong>, 15% of administrators and 19% of parents are on board today &#8211; although there was significantly more support for further exploration of the potential.</li>
<li><strong>And 11% of teachers</strong> say they&#8217;re already using video games in class, no matter how much you roll your eyes.</li>
</ul>
<p><strong><br />
To download</strong> the full report by Project Tomorrow click the link below.</p>
<p><strong><a href="http://www.tomorrow.org/docs/National%20Findings%20Speak%20Up%202007.pdf">Speak Up: 2007 National Findings</a></strong></p>


<p>Related posts:<ol><li><a href='http://adlatitude.com/2008/10/17/educational-technology-review-new-ways-to-bring-new-media-into-education-17-october-2008/' rel='bookmark' title='Permanent Link: Educational Technology Review: New Ways To Bring New Media into Education | 17 October 2008'>Educational Technology Review: New Ways To Bring New Media into Education | 17 October 2008</a> <small>The world market for e-learning and Educational Technology is estimated...</small></li><li><a href='http://adlatitude.com/2008/10/19/education-trends-manga-meets-learning/' rel='bookmark' title='Permanent Link: Education Trends: Manga Meets Learning'>Education Trends: Manga Meets Learning</a> <small>Long a popular form of media in Japan and the...</small></li><li><a href='http://adlatitude.com/2009/03/22/a-good-education-needs-free-time/' rel='bookmark' title='Permanent Link: A good education needs free time'>A good education needs free time</a> <small>One of the questions that I have been wrestling with...</small></li></ol></p>
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