Hey, it's Andy! Future research information can be found below. Can Andy predict the future?
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With the constant and never-ending updates to technology, there needs to be assessment to review the research being done and to develop new developmental direction.
Taught us some basic technology but was not as engaging as games like chess.
They were not used for education per se, but more for playtime or after-school activities.
Unusual to play video games, watching videos was still a novelty.
Current gamification/game-based learning:
Graphics are great for the digital platforms
They are integrated into LMS systems
The non-digital gamification is just as important to build formative and authentic assessments
Minecraft has taken the trend to be dedicated to education
Gamification and game based-learning will continue to evolve:
Technology
Web 3.0- may lead to Ed
Metaverse - in use where will it go?
Mobile devices, AR/VR - expand immersive
ASU Dream scape 5 realms of learning
Practices
Cross border education
Will ASU realm 4 work? - to be researched
Educators
Shift in teaching paradigm
Future educators plan to incorporate and collaborate
Skills needed for technology driven world
Corp applications
Why re-invent the wheel?
Collaboration - Government, Academia, and Industry
cost effective better results
References
Educators need to change University of Cologne. (2022, March 3). Computer games in the classroom: Educational success depends on the teacher. ScienceDaily. Retrieved from www.sciencedaily.com/releases/2022/03/220303112210.htm
Lee, V. R. (2021). Let’s cut to commercial: where research, evaluation, and design of learning games should go next. Educational Technology Research & Development, 69(1), 145–148. https://draweb.njcu.edu:2074/10.1007/s11423-020-09865-3
Marques, M. M., & Pombo, L. (2021). Current Trends in Game-Based Learning—Introduction to a Special Collection of Research. Education Sciences, 11(10), 622. https://draweb.njcu.edu:2074/10.3390/educsci11100622
Milligan, D., & Jackson, C. (2017, January 17). Playing Together: Trends in Game-Based Education | by Office of Ed Tech. Medium. Retrieved from https://medium.com/@OfficeofEdTech/playing-together-trends-in-game-based-education-7b9c1a026b1a
Pandey, A. (2019, September 3). Gamification Trends In 2019 - Ideas And Tips. eLearning Industry. Retrieved from https://elearningindustry.com/gamification-trends-2019-tips-ideas-packed
Torchia, R. (2022, August 23). What Is Gamification in Education & How Can K–12 Use It? EdTech Magazine. Retrieved from https://edtechmagazine.com/k12/article/2022/08/what-gamification-and-why-it-trending-k-12-schools-perfcon
Video Games and the Future of Learning - Foundations of Learning and Instructional Design Technology. (n.d.). EdTech Books. Retrieved from https://edtechbooks.org/lidtfoundations/video_games_and_the_future_of_learning