3. As technology plays a larger role in education, any
predictions concerning the future of education must
include an analysis of technological trends Playing games
is an important part of our social and mental development.
Students rated game elements such as logic, memory,
visualization and problem solving as the most important
game elements. Such elements are integral to adventure
games and are also required during the learning process.
4. The Newspapers are dying.
Mass media is going micro (hulu+ blogs + twitter)
Characteristics of the old model of learning (top-
down banking model,one way, based in classroom,
only for elites)
7. Videogames have great positive potential in addition to
their entertainment value and there has been considerable
success when games are designed to address a specific
problem or to teach a certain skill.
8. Right now in the U.S. we are facing a crisis
where we’re going to run out of engineers in the
future due to the shortage of engineering students.
Video games aid in improving skills in science
because they help with experimental learning, inquiry
based learning, self efficacy, goal setting,
cooperation, and continuous feedback.
9. Surgeons are using the Nintendo Wii to help them
understand step-by-step procedures better so that will
benefit their surgery performances.
In one small study, medical educators found out
that surgeons who played the Nintendo Wii
beforehand, and performed virtual gallbladder surgery,
scored 48% higher than those who didn’t play the
game beforehand
10. Across the United States and Europe, military
researchers are busily exploring potential video
games.
In the past soldiers have learned their trade by
sweating and straining on the training fields, but in
today's world they will also be able to learn how to
fight through video games.
11. New research suggests videogames linked to
brain-wave biofeedback may help children with
attention deficit disorders. Biofeedback teaches
patients to control normally involuntary body
functions such as heart rate by providing real-time
monitors of those responses. “It is vital that we
continue to develop the positive potential of
videogames while remaining aware of possible
unintended negative effectswhen game content is not
prosocial”
13. “Students need guidance when using games and
simulations”
Using technology can change the way teachers teach.
Some teachers use
Technology in 'teacher-centered' ways...On the other
hand, some teachers use
Technology to support more student-centered
approaches to instruction, so that
Students can conduct their own scientific inquiries
and engage in collaborative
Activities while the teacher assumes the role of
facilitator or coach."