Walking Backwards in to the Future: Ensuring the Success of Games for Learning
"Most of us prefer to walk backward into the future, a posture that may be uncomfortable but which at least allows us to keep on looking at familiar things as long as we can." ~ Charles Handy
Formal education moves at geological speeds, and that's lucky for us, because games for learning really aren't ready for prime time, and it's not for the first time. During the 'Edutainment Era' of the late 1980's and early 1990’s computer games were proclaimed as the modern solution to all our educational ills. In order to take advantage of this great technology, all we needed to do was wrap a game around a lesson, and it would magically become fun. This, of course, is not true, and the resultant fall from grace left many educational game proponents reeling.
We now have a second chance, and we need to make sure we don't fall into the same trap again. The game evangelists are valuable to be sure, but we need to be realistic, and if we don't have enough games out there that live up to the hype, the idea of using games to teach will once again become a pariah, and the likelihood of a third chance is slim. This keynote will look at what went wrong last time around, where we are now, and what we need in design, research, and support to make sure that we have it right this time so we are ready when formal education catches up with us.
The Gaming Brain: A Neurological Understanding of How Video Games Create the Ultimate Learning Experiences
This session will give an introduction to the neurological changes that take place during video game play. With this understanding it will be clear why children become so engaged in game play, and why their memory of aspects and/or content revealed in game play is heightened. From this understanding it is then possible to design future powerful learning experiences through game play.
The goal of this conference is to bring together educators and representatives from the game industry to discuss the powerful impact effective educational
games have on learning, as well as how best to utilize games for effective student education.
We recognize that conferences can be inspirational but can quickly be lost in the day-to-day once the conference ends. To carry the experience along, we wanted to forge those relationships to create ongoing connections through webinars, wikis, and mentoring.
|June 30, 2014||-||
Conference Sessions Announced!
|April 30, 2014||-||
Call for Papers, Presentations, and Games deadline extended until May 14th!
|April 21, 2014||-||
Hotel information posted on Accommodations page. Also, Call for papers, presentations, and games deadline on April
|April 18, 2014||-||
Registration for conference attendance is now open!
|March 24, 2014||-||
Conference registration and hotel information to be updated within the next few weeks! Please check back regularly!
|February 27, 2014||-||Call for papers has been posted and distributed. Please check out the Submissions page for the call for papers as well as directions for submission.|
LCCC's Gaming and Simulation Curriculum is supported by the National Science Foundation under grant number 1304216.
*Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
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Lehigh Carbon Community College
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Schnecksville, PA 18078