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TIMELINE (SERIOUS GAMING (1960s-1970s Precursor: Paper-based educational…
TIMELINE
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TECHNICAL
WWII: Military Training Films and civilian work training films (audiovisual devices proliferate in military and industry)
1950s to 1960: Era of Instructional TV (Ford Foundation grants and establishment of educational channels by FCC lead to creation of over 50 public/educational TV stations by 1960.
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2015: Internet of Things (i.e., smart clothing; smart watches; thermostat trackers, etc.)
INSTRUCTIONAL DESIGN
1950s/1960s: Programmed Instruction Movement - Skinner publishes The Science of Learning and the Art of Teaching in 1954
1960s: Behavioral Objectives start to be popular. In 1962, Robert Mager publishes Preparing Objectives for Programmed Instruction
1965: Gagne publishes Conditions of Learning listing 5 domains of learning outcomes**
1970s: Systems Approach (systematically designing instructional materials - over 40 new models created
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SERIOUS GAMING
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2003: James Paul Gee publishes What Video Games Have to Teach us about Learning and Literacy
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2010: Second Life gaming began - actual businesses and identities in an alternate digital world Click here to go to Second life http://go.secondlife.com/
2015: Project Discovery-researchers could use data from gamers to make advances in genetics and astronomy
TODAY: Serious Gaming pervasive in industry, military
FUTURE OF SERIOUS GAMING - Personalization of Learning: using AI and Internet of Things interconnected devices interactively so games can respond to player's physical and mental reactions in real time and immediately adjust learning path as needed for each particular player
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