Thursday, March 26, 2015

Augmented Reality, Gaming, and Simulation in Education

Augmented Reality, Gaming, and Simulation in Education
By Michelle Arbogast
Gaming, simulation, and virtual reality were once terms only thought of in the aspect of personal entertainment.  Today, these experiences are fast becoming infused in all aspects of our everyday world, including the classroom and our overall educational experience.  To research this genre of educational tools, three articles were chosen for summary and evaluation.
First, the main points of each individual article will be reviewed, followed by a synthesis of the articles as a whole.  Finally, the synthesized information will be applied to Internet-based applications in education using augmented reality, gaming, and simulation tools. 
Article Summaries
Article One:  Augmented Reality Trends in Education:  A Systematic Review of Research and Applications
The first article reviewed is on the subject of Augmented Reality (AR) by Jorge Bacca, Silvia Baldiris, Ramon Fabregat, Sabine Graf, and Kinshuk.  The focus of the article is the current and future research of AR in the educational setting and its benefits and limitations.   AR is defined by the authors as follows: “an AR system allows for combining or ‘supplementing’ real world objects with virtual objects or superimposed information,” and “AR supplements reality, rather than completely replacing it” (Bacca, Baldiris, Fabergat, Graf, & Kinshuk, 2014, pp. 133-134).
Bacca, et al. (2014) evaluated current research of over 155 studies on AR and found that although AR overall was gaining momentum in research, very little was being conducted in the areas of education and teacher training.  In fact, most often AR technology was only present in the sciences due to AR’s particular benefits in laboratory settings, and also in the Humanities due to the applications in language training and cultural diversity. The consensus of the studies determined more information and research was needed to fully understand the impact AR can have on an educational setting.  One area in particular is the area of instructional design and how one incorporates IR into the classroom to take advantage of the benefits while minimizing the challenges.
The research noted several advantages to using AR including the fact AR is not limited to one sensory stimuli.  Hearing, smell, touch, as well as sight are all involved in the AR realm.  In addition, AR learning environments versus non-AR learning environments were found to show enhanced learning through increased content understanding, and long-term memory retention.  Incorporating AR into the classroom allowed the user a real-world experience enhancing collaboration, motivation, and also facilitated learning language associations and spatial structure.  Supported by contextual and vision-haptic visualization foundations, AR is supported by three main educational theories:  a) Multimedia learning theory; b) Experiential learning theory; c) Animate vision theory (Bacca, et al., 2014).
Not all of the studies of AR were positive.  In several studies, Bacca, et al. (2014) found AR to have unique challenges including: attention tunneling, usability difficulties and ineffective integration into the classroom.  Issues with maintaining the superimposed images and the technology overall were also noted as “limitations.”  Advancements in the AR technology are needed to create interactive 3D content in a user-friendly application.  The studies showed that AR currently resides more frequently in Bachelor’s degree training at the higher education level, and has some exposure to the primary and lower secondary education levels.
Although support and enthusiasm for AR has grown rapidly over the past few years, Bacca et al. (2014) propose more research is needed, especially longitudinal research, to explore the AR concept with regard to special needs, diversity, higher education applications, and the impact to student learning and motivation. With this research, AR has the potential to expand to all levels of education, and all subject levels.
Article Two:  Multi-User Virtual Environments Fostering Collaboration in Formal Education
The second article reviewed is authored by Nocoletta Di Blas and Paolo Paolini and centers on a large case study conducted from 2002 to 2009.  The case involved over 9,000 students (ages 12-18) from multiple countries collaborating on a program designed to test the impact on collaboration using Multi-User Virtual Environments (MUVEs) and the corresponding data developed (Di Blas & Paolini, 2014)
Participants in the study were asked to engage in online gaming programs in which the instructional design was such that success was determined by the level of collaboration and cooperation.  Benefits of the highly collaborative and interactive gaming situations elicited enhanced language and technical skills, along with changes in attitudes and cultural awareness.   The authors list three main reasons triggering cooperation:  “external compensation, building relationships, and sharing and enriching the activities the participants are involved in” (Di Blas & Paolini, 2014, p. 55).  In addition, computer-supported cooperative learning (CSCL) such as the program designed in the case study has roots in three major theories:  constructivism (peer related learning), sociocultural theory (learning by participation), and situated cognition theory (the teacher as tutor) (Di Blas & Paolini, 2014).
Article Three:  Dewey and Video Games:  From Education Through Occupations To Education Through Simulations
With regard to the fascination video games hold for children, author David Waddington pulls a quote from B.F. Skinner who wrote “what would teachers not give to see their students applying themselves with the same eagerness?” (Waddington, 2015, p. 1).  This simple quote represents the overall tone of the article that video games promote educational success by reinforcing the educational instruction programmed within.  The article focuses on the principles set forth by John Dewey, a renowned psychologist and educational reformer, who composed the principles of education through occupation.  The basis of the education through occupation program was to recapture the education and experiences lost due to the industrialization of America.  Where once many goods were completely made from scratch from home, now were purchased without the experience of the process put forth to make them.  Dewey’s educational principles, therefore, were to teach students about a process or system first using the very basic raw materials before progressing to the modernized system.  In this way, Dewey theorized, the lessons encompassed not only the learning of the process, but an appreciation of the social implications behind the systems and processes (Waddington, 2015).
The article provides insight into the changing nature of general attitudes towards video games in classrooms and sets out to demonstrate that many of the same goals and principles set forth by Dewey, such as being an informed and capable citizen, can be found in the use of video and simulation games.  Dewey’s principles also include self-discipline, cooperation, scientific inquiry, and understanding how social systems work.  Waddington takes the opportunity in the article to systematically address and debunk critics concerns regarding the positive aspects of video games in the classroom using a climate simulation game called Fate of the World in which students must analyze data and find solutions to global warming issues.
Waddington points out that using Fate of the World as a simulation for global warming could not be recreated by traditional classroom means. The video game provides an element of social reform and responsibility along with Dewey’s technological transparency and scientific inquiry.  While solving age-old problems of lethal mutation toward vocationalism, video and simulation games do pose new problems and issues to overcome, such as the deliverance quality of experience and the development of problematic patterns of thinking.  Critics argue that the use of simulation games can “induce callousness,” lead to “an inflexible or mechanical response pattern,” “promote a slack or careless attitude”, and “promote scatterbrained habits” (Waddington, 2015, p. 14)
            Waddington addresses, debunks, and at times agrees with some of the negative aspects of video and simulation game use, but comes to the overall conclusion that video and simulation game play allow students of all ages, education and skill levels, to enter a complex societal and technical world impossible to recreate in a traditional classroom lecture-type setting.  Advances in technology make it possible to design programs that overcome the main obstacles to education through occupation, and with purposeful focus, can ensure the concerns of the critics are also addressed.
Summary and Implementation of Synthesis of Articles’ Ideas
            The principles outlined in each of the three articles are as follows:
1.      Gaming, simulation, and VR (and/or AR) have aspects of fun and enjoyment that appeal to students of all ages, providing motivation for enhanced educational experiences.
2.      All systems provide unique and complex situations difficult to recreate in the classroom, or with the ability to deliver more effectively and efficiently.
3.      All systems come with a series of advantages and disadvantages to their implementation and use.  However, all of the authors addressed the concerns and concluded these educational experiences are valuable enough to overcome, or outweigh, any disadvantages as technology continues to progress.
4.      Each article stressed the need for more research in the gaming, simulation, and augmented reality genres with respect to educational applications and integration into the classroom.
Applications to Internet-Based Instruction
            The implications of the findings of these three articles is that Internet-Based instruction is here to stay and systems such as gaming, simulation, and VR (and AR) have, and continue to become fixtures in the classroom of today.  Through the use of gaming, simulation, and VR, teachers can provide students with lessons or units using multisensory educational experiences to enhance social skills, problem solving and scientific inquiry.  Subjects once taught in only book and lecture formats, such as history, and sociology, can now be augmented and come alive through virtual environments requiring students to question and explore solutions to problems in a safe, structured-yet-flexible system.  Perhaps walking through a simulated disaster area can teach students in public health societal lessons along with health-related analysis.  There are many free or affordable online, Internet-based resources available to teachers and students to incorporate gaming, simulations, and even VR into a student-based educational curriculum.  Heading to caution however, these resources should always be used in an intentional, directed manner by the instructor to avoid the potential pitfalls, such as complacency, and robotic or mechanical learning.  Through additional research into the systems applications into educational environments, tools and resources can be employed to solve major obstacles and fully understand the impact of these tools in an educational environment and fully enhance the well-rounded learning experience.




References
Bacca, J., Baldiris, S., Fabergat, R., Graf, S., & Kinshuk. (2014, October). Augmented reality trends in educaton: A systematic review of research and applications. Retrieved from Journal of Educational Technology & Society: http://encore.cl.utoledo.edu:61080/ebsco-w-b/ehost/pdfviewer/pdfviewer?sid=e56f0a72-4946-4d90-88b5-2c066384a30a%40sessionmgr113&vid=1&hid=109
Di Blas, N., & Paolini, P. (2014). Multi-user virtual environments fostering collaboration in formal education. Retrieved from Journal of Educational Technology & Society: http://encore.cl.utoledo.edu:61080/ebsco-w-a/ehost/pdfviewer/pdfviewer?sid=f3b6be86-3575-4944-be3e-b5549dfe4c5f%40sessionmgr4005&vid=1&hid=4109
Waddington, D. I. (2015, February). Dewey and video games: From educaiton through occupations to education through simulations. Retrieved from Educational Theory: http://encore.cl.utoledo.edu:61080/ebsco-w-a/ehost/pdfviewer/pdfviewer?sid=ac454577-6288-4551-b4bd-4c24269cdbda%40sessionmgr4001&vid=1&hid=4109





Thursday, March 19, 2015

Gardner's Theory of Multiple Intelligence


Howard Gardner’s Theory of Multiple Intelligence

by Michelle Arbogast

Many theories exist in the area of educational development and learning and many of those same theories were developed prior to the monumental leap in educational technology.  The overarching question lies in the validity of these theories within the new digital learning environment.  For the purpose of this paper, the theory selected to review within this technological era is the Theory of Multiple Intelligences by Howard Gardner.  This paper will outline the basic principles and concepts of multiple intelligence theory, as well as describe how this theory applies to Internet-based applications.
Illustration 1.0

To understand the theory, one must understand what constitutes intelligence.  “An intelligence is the ability to solve problems or to create products, that are valued within one or more cultural settings” describes the foundations of the Multiple Intelligence Theory as quoted by Howard Gardner, the composer of the theory (Thirteen Ed Online, 2004).  Developed by Gardner in 1982, the theory proposes each individual carries varying degrees of intelligence in seven primary forms.  The forms outlined and depicted in illustration 1.0 are linguistic, musical, logical-mathematical, spatial, body-kinesthetic, intrapersonal.  The theory eventually was expanded to include two additional intelligence:  naturalist, and existential.  Table 1 provides an overview of each of the nine intelligence forms (Instructional Design, 2013).


The theory emphasizes varying degrees of information processing through each intelligence form for each individual.  Because each individual has a unique learning style, it is also proposed the educational system should address teaching and learning techniques beyond the usual forms of logical-mathematical, and spatial forms and expand to include the other intelligence forms.  In addition, Gardner proposes that culture influences intelligence development, and in some cases may heavily favor or respect one intelligence form over other forms (Instructional Design, 2013).

Table 1

Summary of Descriptions and Internet-based Techniques for Multiple Intelligence Forms

Intelligence Form
Description
Internet-based Technique
Verbal-Linguistic Intelligence
Known as being “word smart” with well-developed verbal skills, sensitivity to the sounds, and meanings of words.
Reading or writing creative type writings, word games, listening to famous speeches
Logical-Mathematical Intelligence
Known as being “logic smart” with conceptual and abstract thinking capacity, along with the ability to discern logical or numerical patterns.
Strategic and problem-solving type games and puzzles
Musical Intelligence
Known as being “music smart” and musical aptitude towards music, rhythm, pitch and timber appreciation.
Online activities including songs or rhythms, musical type games, reading lyrics
Visual-Spatial Intelligence
Known as being “picture smart” or the ability to think in pictures, to visualize accurately and abstractly.
Online map reading, chart or image preparation
Bodily-Kinesthetic Intelligence
Known as being “body smart” with the ability to control one's body movements and handle objects skillfully.
Role-playing, simulation, or animated-type activities
Interpersonal Intelligence
Known as being “people smart” with the ability to interact well with others.
Social media such as email, chat rooms, discussion boards
Intrapersonal Intelligence
Known as being “self smart” or in tune with one’s inner feelings, values, beliefs and thinking processes.
Reading or writing meditative or reflective text such as blogs, autobiographies, philosophical journals
Naturalist Intelligence
Known as being “nature smart” or having the ability to recognize and categorize plants, animals and other objects in nature.
Online geographical exploration, adventure-based reading and activities
Existential Intelligence
Known as being “deep question smart” with ability to tackle deep questions about human existence, such as the meaning of life and death.
Exploring philosophical or biblical/religious websites; online discussions, blogs, or rhetorical type activities

Note:  This table summarizes descriptions of the nine intelligence forms of the Multiple Intelligence Theory from the article Concept to Classroom (Thirteen Ed Online, 2004), and the technological examples from the article Internet-Based Approach to Multiple Intelligences:  Multiple Provisions for Multiple Learners (Sengupta)

Multiple Intelligence Theory and Internet-Based Instruction

            If the theory of multiple intelligence is accepted, then Internet-based instruction is tailor made for the implementation and execution of teaching and learning to all combinations of intelligence forms individuals may possess.  The Internet itself is multi-dimensional with limitless opportunities to design learning experiences in such a way as to be completely customizable to one’s intelligence strengths and weaknesses.  Unlike traditional classroom, lecture-style teaching, Internet-based instruction can deliver one-on-one instruction in a variety of exercises and information delivery systems to fit one or a combination of the nine intelligence forms outlined in Gardner’s theories.  In addition, the emphasis moves from the teacher trying to address varying degree of learner ability in one setting, to the learner who finds the style best suited to the student’s own learning style.

            In an article for the Journal of Technology for ELT, Professor Amlanjyoti Sengupta provides examples of Internet-based learning techniques for each of the nine intelligence forms.  These ideas are summarized in Table 1, and illustrate the wide variety of activities and ideas of online, Internet-based experiences available for use in focused, or multi-intelligence educational settings.  The fact that new games, videos, readings, music, blogs, and other Internet-based media are added to the Internet each day allows for up-to-date and relevant information for students in a setting that is comfortable, all inclusive, and highly interactive.

Conclusion

            Gardner’s Theory of Multiple Intelligence is an intriguing guide to tapping into each individual’s intellectual learning style strength(s) or weakness(es) within the nine intelligence forms outlined.  By employing a multi-dimensional, interactive, and highly dynamic resource such as the Internet, educators and students can benefit from a highly individualized learning experience.  The Multiple Intelligence Theory proposes this individualized learning system leads to enhanced individual capacity to learn in a more efficient and effective environment.






References


Gardner, H., & Hatch, T. (2013). Educational implications of the theory of multiple intelligences. Retrieved from Educational Researcher: http://edr.sagepub.com/content/18/8/4.short

Instructional Design. (2013). Multiple intelligences. Retrieved March 17, 2015, from Instructional Design: http://www.instructionaldesign.org/theories/multiple-intelligences.html

Sengupta, A. (n.d.). Internet-based approach to multiple intelligences: Multiple provisions for multiple learners. Retrieved March 17, 2015, from Journal of Technology for ELT: https://sites.google.com/site/journaloftechnologyforelt/archive/october---december-2012/1-internet-based-approach-to-multiple-intelligences-multiple-provisions-for-multiple-learners

Thirteen Ed Online. (2004). Tapping into multiple intelligences. Retrieved March 17, 2015, from Concept to Classroom: http://www.thirteen.org/edonline/concept2class/mi/


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Saturday, February 21, 2015

Social Networking



  1. What is the appeal for the young and old to network in online places like the ones you examined this week?
     Social networking sites, personal learning environments, and photo sharing sites are a very interesting topic for this week.  Wikipedia defined the main types of social networking services as:  “those that contain category places (such as former school year or classmates), means to connect with friends (usually with self-description pages), and a recommendation system linked to trust” (Wikipedia, 2015).
     I think the overall appeal for all generations is the sense of ease of access, connectivity, and an expanded world.  For the younger generations, this type of connectivity and interaction is very nearly second nature.  They grew up with the internet, and for the most part Facebook and MySpace type of social media sites.  I have to admit that when my kids were growing up and into middle and high school, I worried that they just didn’t seem to socialize like I did.  There were not phone calls with them endlessly discussing all the drama of the day as I did in my youth. I obviously knew about texting and social networks as I had to approve them and set them up, but it never occurred to me that it would be the preferred method of interaction.  I just always thought one would want to “speak” to their friends and not just post pictures and comments or send texts.  I was wrong.  Now, socializing online through Skype, or even just through online gaming is like getting together at someone’s house and having a party!  They are perfectly happy with this type of socialization as a major part, but certainly not all, of their social life.  Now with Instagram and Twitter, this generation connects in 140 characters or less and with pictures lasting 15 seconds or less!
     For my generation and even older, I think the appeal is connectivity, but in a much different way.  I think being able to locate old friends or classmates you haven’t seen in years is wonderful.  Staying in touch through photos and comments is so much easier than writing letters and such.  Plus, sharing accomplishments and even disappointments or sadness has a soothing effect on people.  For a lot of us, keeping up with news from our hometowns or about classmates and friends is quick and easy.  Also, places like LinkedIn and Monster.com provide a different type of professional networking unlike any most of my generation has seen.  We were used to mass mailing resumes and hoping our close circle of colleagues could provide network connections to bigger and better opportunities.  Now, our professional circles can be global, collaborative, and opportunistic.  In addition, social networking sites allow us to organize events efficiently, find interesting places for travel and recreation, and even our soul mate.
  1. If used in a classroom, how might networking websites positively and negatively affect teaching and learning?
     Networking website can positively affect teachers and students by providing access to content sharing, collaborative learning, and a way foster supportive relationships between teaching colleagues, teachers and their class, students and their classmates, as well as teachers and parents (Wikipedia, 2015).  According to the MMS Education Survey completed in 2012, teachers, librarians, and principals, participation in social networking sites continues to grow as educators are finding these social networks valuable in “collaborating with colleagues, finding resources, and extending their personal learning networks” (MMS Education, 2012, p. 8).
     There are potential downsides to such open access and content sharing however.  Negative effects on teaching and learning include child safety issues discussed in the Wikipedia article, Social Networking Service, including: trolling or using the network for emotional abuse of others; cyber-bullying by posting derogatory comments or photos of others, threats, and other forms of abuse and the loss of interpersonal communication skills (Wikipedia, 2015)According to the MMS Education 2012 Survey, teachers, librarians, and principals have concerns about using social networking sites due to concerns regarding maintaining privacy between personal and professional lives.  Many are concerned with appearing “too friendly” with their students and the possibility of legal issues if information or postings become misinterpreted.  In addition, limitations and possible student distractions are listed as concerns (MMS Education, 2012) 
  1. In what kind of site might you tend to spend most of your time networking and for what purpose?
     For me, I spend most of my time on Facebook, and check it about once or twice a week.  I really enjoy the banter, videos, photos, and reminders of people’s birthdays!  We also post family events, and parties which is fun and helpful as well.  Hometown news is another big reason I stay connected.  Keeping up with local news is important to me as I still have many friends and family that live in my old hometown. 
     When I was going through my master’s cohort, we started a Facebook page for our group only.  We were able to share our frustrations, vent if needed, clarify due dates, and in general get to know each other even though it was mostly an online cohort.  Now we use it to stay in touch and network with each other.  I love it!  For us, this is our professional network.
     Another use for me is in the area of genealogy.  I have always been big into my family’s ancestry and my grandparents emigrated from Slovenia in the early 1900s.  Recently, I have been able to find and connect with distant relatives still living in their hometown and we have been tracing our roots together!  Now, my nephew is going to travel overseas this summer to visit and he has some familiar faces to greet him when he gets there!  That would not have been possible before social networking.
     I also understand that most people only post the good or maybe even exaggerated aspects of their lives.  However, it has been wonderful staying in touch with friends I haven’t seen in years, colleagues and classmates, as well as new distant relatives.
  1. In what ways will this benefit you and what do you think might be the drawbacks?
     I believe that having my cohort as a separate group on Facebook will be a huge asset going forward in my professional life.  Our group was selected because they are all a part of higher education and their backgrounds are so diverse, it provides a wonderful professional network.  In addition, I have been on LinkedIn for several years and it helps me keep in touch with those colleagues that have gone elsewhere, as well as to present a professional profile of myself with endorsements from my colleagues far and near.  Also, I keep an updated resume on Monster.com so that professionals looking for candidates have an opportunity to see what I bring to the table.  I have had several contacts from headhunters and professionals who have seen my information on both LinkedIn and Monster.com.  I really do not see many drawbacks to being out there on multiple networks, but I do see benefits with spreading out and networking with other professionals.  I don’t have the usual drawbacks that some have in that I do not post outrageous pictures of me and I have the strictest privacy possible on my personal pages.  I am very careful about who I “friend” and what information I post.
  1. What can you do to minimize the problems associated with social networking? 
     I think the biggest issues of privacy and potential personal information affecting your job is all about you taking personal responsibility for what you post.  The individual needs to be cognizant of the pictures and information provided and the way things are posted.  I highly recommend keeping personal and professional pages separate and reviewing the privacy policy and settings very carefully.  In addition, it is important to “Google” oneself to see what is or has been posted out there about you that may or may not be correct.
     When it comes to our children/students, some of the same policies apply.  Be sure you are aware of what your children and students are doing online.  Internet security and parental controls can assist in this task, but it is up to the adults to ensure good practices are met online.  In addition, we need to ensure our children and students are maintaining a healthy balance of online interaction and face-to-face interaction to maintain interpersonal skills levels.  Balance is definitely the key.


References

MMS Education. (2012). 2012 Survey of K-12 Educators on Social Networking, Online Communities, and Web 2.0 Tools. Retrieved from edWeb.net: http://utetpt5550.pbworks.com/w/file/fetch/62486696/Educators-and-Social-Media-2012-web.pdf
Wikipedia. (2015, February 16). Social networking service. Retrieved from Wikipedia: http://en.wikipedia.org/wiki/Social_network_service

Thursday, February 12, 2015

Gaming

What do I think about gaming in the classroom?

     I have to admit, before this week’s readings and videos, I thought gaming in the classroom was really just drilling type software as is used in math facts and reading type games in the K-12 genre.  I know from experience, the benefits of simulation and virtual reality from working with the UT Immersive Interprofessional Simulation Center and watching 4-D surgeries and simulated emergency situations.  However, after reading the NMC Horizon Report:  2011 K-12 Edition, I came to understand how much more there is to this type of teaching tool.  The report gave a number of examples of simulation-based games being used, such as EVOKE to provide real-world applications on focusing attention to serious social issues.  The students work together to develop solutions to these issues in a collaborative, engaging manner (Johnson, Adams, & Haywood, The NMC horizon report: K-12 edition, 2011).   Another example given was Immune Attack, a game used to engage students while learning biology concepts.  I believe working these activities into the curriculum is an incredible educational tool to allow students to think deeper, retain more information, explore and try new things in a safe environment.  I also these collaborative type games teach teamwork and cooperation, along with problem-solving skills.

     My only concern would be instructors relying too much on individual gaming rather than augmenting the tool into other types of learning instruction.  I see the value in educational gaming, but believe face-to-face social interaction and instruction has its place as well in the curricular environment to exchange ideas and collaborate in person as well as online.  The article, Virtual Reality/Simulations by Nicole Strangman and Tracy Hall alluded to this point and two studies that were done in this area.  The studies were contradictory in that one study found a benefit to employing both face-to-face instruction with computer simulation, and the other did not (Strangman & Hall, 2013).  I believe more studies in this area would be needed to convince me there is not a benefit to both types of instruction.

Gaming Sites
     Arcademic Skill Builders:  This simulation game was a lot of fun, using arcade style gaming combined with educational skills such as match, shapes, counting, etc. for grades 1-6.  The activities are varied and appeal to both boys and girls.  Some games are geared more toward one gender or another, such as shooting at tanks or riding ponies, but they were fun and engaging.  After each game, the participant received a score card with the possibility to earn awards or achievements throughout.  This would really be motivational for students to want to continue to improve their scores.  Most of the activities are times as well for further motivation.

     Gaia:  I would say this website is for geeks and nerds who love fantasy, sci-fi, and the Japanese genre of animation called Anime.  I would have loved for my own daughter to have had this growing up as she always felt like a geek or nerd for loving these types of media.  This site would have given her a way to know that she is not alone and to communicate with others that share her interest.  I think this can be a very beneficial website for those students who have that creative or artsy personality that may not be as mainstream as others to help them be themselves and appreciate themselves.  The graphics are great and the forum and games are engaging.

     Stop Disasters:  This simulation game was very interesting in that the participant is dropped in a community and must assess the disaster risk and try to upgrade the community or build defenses to save as many lives as possible when the pending disaster hits.  Disasters could be volcanoes, hurricanes, drought, floods, and so on.  The site gives real information about real disasters such as the top 10 disasters of the last Century and video clips of real people discussing ways to prepare for disasters.  This is incredible with the amount of critical thinking involved and problem solving skills that are really relatable for middle-school/secondary aged students.  Very engaging content.

Benefits of Educational Gaming Sites for Educational Environments

     I think the benefits of educational gaming are that gaming in general is such a huge part of the lives of the student population today.  The NMC Horizon Report:  2011 K-12 Edition had some intriguing statistics:
“The three most recent cohorts of children – those born in the early 1980s, the early 1990s, and the early 2000s – have grown up in a world where digital games have always been an important part of their lives.  Those born since the early 1990s have never lived in a world without a global network.  The most recent kids to enter schools, those born since the early 2000s, have never known a world in which that global network was not accessible from the palm of your hand” (Johnson, Adams, & Haywood, 2011, p. 18). 

     To me, this means we are evolving the educational system to work to the strength of our core students.  Just as transparencies were the media of the day for me in high school, gaming is the instructional method that speaks to today’s youth in an efficient and individualized manner.  Gaming allows instruction to be tailored for students to work on their strengths and weaknesses in a safe and engaging environment while providing motivational goals along the way. 

     The Horizon Report:  2010 K-12 Edition discussed the benefits of augmented reality in education with examples of additional historical information provided when visiting places on field trips.  Students get a more in-depth and invested sense of knowledge when they are making information happen by clicking their cell phones to see more about a piece of artwork or building they are visiting (Johnson, Smith, Levine, & Haywood, 2010).

     Finally, the gaming sites I explored allowed the student to work at their own pace, yet in a collaborative and team-work type environment as well.  Teachers can use these sites to supplement and enhance their instruction in a positive and constructive manner.  In addition, students can move from gamer to designing the game which is a wonderful technique to gauge how well a student is absorbing the information – if they can teach it to others.  All in all, the benefits of gaming and augmented reality rest on teaching skills in collaboration, teamwork, problem solving, critical thinking, skill development, and social skills.


References
Johnson, L., Adams, S., & Haywood, K. (2011). The NMC horizon report: K-12 edition. Retrieved from               New Media Consortium: http://utetpt5550.pbworks.com/w/file/fetch/49357936/2011-Horizon-                   Report%282%29.pdf

Johnson, L., Smith, R., Levine, A., & Haywood, K. (2010). The horizon report: 2010 K-12 edition. Retrieved from New Media Consortium: http://wp.nmc.org/horizon-k12-2010/chapters/augmented-reality/

Strangman, N., & Hall, T. (2013, October 22). Virtual Reality/Simulations. Retrieved from National Center on Accessible Instructional Materials: http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simulations#.VNzn4WjF_zg