Describe 3 of the
games or applications you explored in this lesson. Create links when needed so
readers can go directly to the games or sites you mention.
Microsoft Kinect, “Stroke Recovery” uses the Microsoft
Kinect for Windows software development kit (SDK), that uses the Kinect
sensor’s three-dimensional camera to capture the movements of 48 skeletal
points on the patient while he or she performs the therapy the movement data
supplied by the sensor, enables the system to measure and evaluate the
patient’s movements; this information helps the doctor asses the patient’s
rehabilitation progress and uses the patient’s scores from previous sessions to
adjust the level of difficulty for subsequent therapy sessions. This is also supported by the Horizon Report
2014 which says, “Researchers from Microsoft Research Asia and Seoul National
University developed a program for Microsoft Kinect called “Stroke Recovery,” a
gamified exercise platform that offers an efficient, cost effective method of therapy
that can be done at home (Johnson, Adams Becker, Estrada, & Freeman, 2014).” https://www.youtube.com/watch?v=PVgiEtDbsQM
Edutopia addresses the issue of the difference between Sims and Games. "The difference between computer simulations and computer games is subtle but important. At the core, the distinction is that simulations are about things (or systems) and how they behave, and games are about a fun user experience (Prensky, 2007). The tools that children gain from simulations are solving complex problems by employing scientific deduction, thinking laterally and strategically, working cooperatively in teams, and making ethical and moral decisions. Civilization VI and Rise of Nation are two examples of simulation games. http://www.civilization.com/en/games/civilization-beyond-earth-rising-tide/. https://www.youtube.com/watch?v=Ymqm5AopxZw.
I would be remiss if I did not mention Minecraft. All of my children have or still love Minecraft and enjoy sharing what they've built. It's amazing to see the creative spirit come out. People also record themselves creating their own Minecraft worlds that my children would mimic and then add their own special touches. Another great feature is people can interact in their worlds and get challenged by having to obtain goods to create the world and defend the world against Creepers. Minecraft is amazing in its ability to bring out creativity and spatial understanding. https://minecraft.net/
Explain how the three genres of technologies
(Games/Simulations, Virtual Reality, and Augmented Reality) have the potential
to change the way we teach and learn.
According to Virtual Reality Blog, virtual reality in
education helps present complex data to students in a way more accessible that
is fun and easy to learn, as well as children have grown up with technology so
virtual reality is not a foreign concept and allows for education without
interaction (2015). The benefits of Games/Simulations was addressed with the couple of examples above. As far as Augmented Realty (AR), it "is a live, direct or indirect, view of a
physical, real-world environment whose elements are augmented by
computer-generated sensory input such as sound, video, graphics or GPS
data (Mashable, 2016)." The real world can be manipulated and allows for the user to be interactive.
Johnson,
L., Adams Becker, S., Estrada, V., and Freeman, A. (2014). NMC Horizon Report: 2014 K-12 Edition. Austin, Texas: The New Media
Consortium.
Mashable. (2016). Augmented Reality. Retrieved from http://mashable.com/category/augmented-reality/.
Mashable. (2016). Augmented Reality. Retrieved from http://mashable.com/category/augmented-reality/.
Presnky, M. (2007). Sims vs. games: The difference defined. Edutopia: What Works in Education. George Lucas Educational Foundation. 9 March.
Virtual
Realty Blog. (2015). Virtual
Reality Site. Retrieved from: http://www.vrs.org.uk/virtual-reality-education/.
When you pointed out that simulations and games are useful in the classroom because they break down complex information and allow students to process this information in a more organized and clear way it really registered with me just how the process works. All week I've been looking at these games and things from a student perspective, you know? I was asking myself, *Is this game fun?* *Am I learning something from it?* I didn't ask myself, *Why am I learning something from this fun game?* If I go back to my example of the Jamestown Colony game the information that was presented simply broke down the timeline of what actually happened to the colonists into a more palatable experience and organized the choices that the settlers made. I was able to learn not simply because the game was fun but because something complex, such as the history of an early American colony, was made analyzable for students.
ReplyDeleteKatie, I like your choice of Microsoft Kinect “Stroke Recovery”. Capturing the patient’s movements to measure the recovery progress is a very beneficial application of technology.
ReplyDeleteMy kids, also, play Minecraft; they love it. They can join the game together, play in the same world, and interact with each other. The fun part is talking to each other while they are playing. I, also, like the ability to interact with their world as you mentioned.
Another creative and useful game is SimCity. It develops many skills; reading, writing, math, creativity, decision making, and it has many other features besides being fun to play.
I agree with you that “virtual reality in education helps present complex data to students in a way more accessible that is fun and easy to learn” as you said. Yes, we need to align the education with the advanced technology to reach the digital generation.