Connecting dots for digital learning and teaching

White House Acknowledges Gaming


If you haven’t found this is the moment that the game is on, then you should review this thread of progress bringing game-based learning into the national focus. Let’s start from this Game-Based Learning News You Should Know in this week:

The Department’s research arm, the Institute of Education Sciences (IES), recently announced a new round of awards through its Small Business Innovation Research (SBIR) Program, including several awards that focus on the development of game-based learning education technology products. This year the program made 11 new Phase I awards (eight of which are for games) of up to $150,000 to support the development and research of commercially viable education technology products intended to support student outcomes in regular and special education settings.

In this first phase, awardees will develop prototypes of their products and conduct research on their feasibility. A second round of competitively funded awards will be made in 2013 for awardees to further develop these prototypes into marketable products and conduct additional research in schools. Awards for Phase II will be in amounts up to $900,000 for two years.

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At the end of July, White House Academic Consortium on Games for Impact Launched!

On July 26, the inaugural meeting of the Academic Consortium on Games for Impact at was held at White House Office of Science and Technology Policy in Washington, DC. Twenty academic members from 19 universities, 43 consortium partners from government and industry were invited to attend the initial meeting.

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And then, a little backward on calendar, Games, Learning and Society with Constance Squire, White House Senior Policy Analyst – Aspen Ideas Festival 2012:

At the recent Aspen Ideas Festival, Steinkuehler, who’s now a Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the Presidentspoke with author and researcher John Seely Brown about some of the more prominent issues in gaming and education.

Constance Squire, a senior policy analyst in the White House Office of Science and Technology Policy works with countless Federal agencies in applying the art of gaming to their work, discusses her mission, also her passion. In the video, she makes a case for the importance of investing in learning more about games and education. “It will engage [players] in a level of problem solving that’s stunning — and call it fun,” she says…

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Earlier this year, this review by Justin Marquis Ph.D. gave a remark on gaming.

Though few noticed it, September of 2011 marked the dawn of a new age in respectability for computer games. That is when University of Wisconsin gaming researcher Constance Steinkuehler was appointed as a senior policy analyst for the White House Office of Science and Technology Policy. There’s some irony in the fact that it took until 2012 for our government to recognize the potential of gaming, not only as a major U.S. industry, but also as an important vehicle for learning. Play and games have been an important part of learning since before people left the trees, but we most often consider them to be nothing more than recreation for children.

game-based learning
(Images from WhiteHouse.gov and constances.org)

This White House appointment means that games and play are finally achieving their proper place as a national priority and one of the most effective mediums for learning (NewMedia.org). Learning happens naturally through play and the interactions surrounding it. Why do we force children to sit silently in straight rows and learn decontextualized (and largely useless) facts when games and simulations now provide realistic analogs for the real world uses of that knowledge (Lunce, 2006)?  The creation of this position and the focus on gaming that goes with it will have a substantial impact on the future of education.

A National Focus
Steinkuehler is shooting for games to address grand challenges that bridge subject areas and gaming platforms (Steinkuehler Nov. 23, 2011). These games will be used to improve learning in many areas of national need such as STEM education, health, education, civic engagement, the environment and other areas where individuals can gain expertise and empowerment through play and the learning that accompanies play.

Steinkuehler has already assembled a group of government insiders from organizations as diverse as the National Institutes of Health, the Department of Energy, NASA, the National Park Service, the Army, and the National Endowment for the Arts, who use games and have committed to assembling a gaming portfolio of the best games that government agencies currently use. In October of 2011 Steinkuehler convened a meeting of representatives from 23 government agencies to discuss how games can be used to meet national challenges.

The Future of Gaming
Gaming has been creeping into the education sector and national consciousness since the 1980s introduction of Pac Man and Oregon Trail. There certainly have been setbacks such as the negative publicity surrounding the alleged role of video games in the Columbine shootings (New York Times, July, 2007) and some notable successes such as World Without Oil and the notoriety it has brought developer Jane McGonigal, and Katie Salen’s Quest to Learn school, but overall the educational impact of games has been the domain of a few researchers and forward-thinking educators. Games, outside of education, however, have flourished at unprecedented levels. Changing paradigms of game development brought about by mobile computing and the rise of social gaming have made games the number one entertainment option for a majority of Americans (The Guardian, Sept., 2009). Research from the Entertainment Software Association reveals that nearly two-thirds of all U.S. households play video games, and that  women now constitute 42 percent of all gamers (USA Today, Feb. 2, 2012).

This new government focus on legitimizing games for education has the potential to do for educational gaming what Pac Man, Doom, Halo, and World of Warcraft have done for entertainment games – make them the dominant player in their field. Education itself is ripe for a change to break out of the industrial model that has dominated since the 1850s, and the interactive, customizable, individualistic nature of games and gaming can be the vehicle for that change.

If Steinkuehler gets her way, though, this could mean much more than educational games getting their due. She is pushing for a rethinking of what games as a whole are. Games do not need to be an “either/or” proposition in terms of their engagement/entertainment value and their ability to help people learn. This has been a fundamental distinction between the two areas since the inception of the video game industry – fun games don’t teach you anything and educational games are boring (Marquis, 2009).

Steinkuehler and McGonigal aim to break down that distinction by creating games that are fun, engaging, and help people learn while focusing on solving real world problems. Here is McGonigal explaining how games can change the world in a recent TED talk:

One of the best parts about the White House initiative to examine games for learning is that it doesn’t seem to be focused on one demographic or one slice of the education sector. This is a wide open effort to consider all of the potential uses of gaming in our society and the benefits that they can yield for informal learning, K-12, higher education, adult education, and corporate training. Games represent both a substantial portion of our economy – one that an initiative such as this could help grow significantly – and a largely untapped resource for educating our populous. It seems like we are finally going to “get in the game” of maximizing the potential of games. Let’s hope that 100 years from now we are celebrating that day when a gaming researcher from Wisconsin went to the White House to change the world.

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  1. STEM educational games: How it Will Impact Today’s Youth | Classroom Aid
  2. Game-Based vs Traditional Learning – What’s the Difference? | Classroom Aid
  3. How Gaming Can Build Literacy and Social Skills? | Classroom Aid
  4. White House Acknowledges Gaming | are you game | Scoop.it
  5. Learning Game Winners at International Serious Play Awards | Classroom Aid
  6. Top 10 Trending News of Game-Based Learning | Classroom Aid

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“Tell me and I will forget, show me and I may remember, involve me and I will understand.” -------- Chinese Wisdom "Games are the most elevated form of investigation." -------- Albert Einstein
"I'm calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game," President Barack Obama said while touring a tech-focused Boston school (year 2011).
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