Actually, I probably won’t. The one thing about people who play games is that they are very particular about which games they play and which device or devices they use. Some play Facebook games, others console games. Some just want to play on their smart phone. Some want simple games, others action and multiuser games. We all have very strong preferences and so it comes as a surprise in some ways that some games make squillions of dollars and there are gamers out there who can make huge amounts of money from their gaming when the opportunities arise. Those who invested in Grand Theft Auto 5 a while back would have found it sucked up their bandwidth and their money in excess usage charges. Those on unlimited broadband would not have had a problem, but those tied to a capped plan were finding no one else in the house could do anything because the data allowance had run out. Grand Theft Auto 5 is a high performance, cutting edge, state of the art game. The graphics and everything else to do with it are top of the range awesomeness. It is why it was awaited with great enthusiasm by those who play it. Game developers have a significant impact on hardware and software development because their games test what we can currently produce and their ideas drive the creativity to develop better components and ways of doing things. So take a look at the numbers:
Games are about the money, the market and what people seemingly want to do. Clash of Clans can earn nearly 200 000 million dollars a day in the US at the moment. The money around games is huge, the market penetration massive and our willingness to play never ending. So , what does all this mean for education? We really do need to start that discussion and robust debate. Game companies are not going to be at all worried that students are playing games in class or endlessly at home. My first thought as a teacher is we need to get some balance into usage first of all. Then we need to deconstruct games to see what educational purposes they serve and what technology skills they develop. We need to think about putting our teacher input and making observations about what games do and mean. We probably need to teach the skills to create games and have some educational input there. We need to understand what games are, what purposes they serve and what the impacts are and then contribute to what they can become and how they can be used. We need to play games ourselves and talk to people about the games they play. Until we start doing these things it will take more than me to look at games and gaming in education.
Filed under: classroom, e-learning, methodology, software, technology | Tagged: console games, education, educationg, Facebook games, games, gaming, iPads, iphones, money games earn, software, Teaching for Effective Learning, teaching for the 21st century, technology, top grossing games, video games |