piece of mind
Virtual reality and the future of education
Posted on Dec 12, 2014 by Veronika Bikova
In this article I am going to focus in serious gaming and the visions of the future in a virtual context. In order to see what the future of serious gaming is hiding from us, we would have to help ourselves by setting up a robust model with a possible scenario for it. Talking about the future means that for sure there will be new developments, services, and products. The questions are: how/where do companies position them on the market and how would they need to move from there on, so they can keep being innovative and profitable. And this is when the robust model comes in handy. This way we would be able to measure the weak and the strong parts of business model or a particular future scenario in our case.
To explain better what the purpose of a robust model is we will provide you with an example taken from the Novay Handbook: Creating Robust Business Models. So the example includes the Kodak company that once was the third big company in the world. Unfortunately for them, they had to file for a bankruptcy protecting in January 2012. What went wrong? Kodak was lacking a business model that would provide the robust support that would lead the company to innovativeness and trend analyzing. So because Kodak was selling the films for the ordinary cameras for too long, it failed to take place in the market of the digital cameras.
But to go back to our topic of the future serious gaming in the context of virtual developments we will have to create the same kind of robust model, ask ourselves some important questions, and try to conclude the landscape of 2020.
Serious games. Everybody is playing those nowadays. The definition of serious games is not always connected to children or students anymore. Kids, adults, seniors – everybody is involved in one or another way. Especially important are the serious games and their application within the education and the healthcare sector. People learn new things every day, it is only up to us to make the process engaging and attention grabbing.
What experts predict is that serious games will be virtually adapting to the player. For example, every player has their own character. If they are not confident about their knowledge in the game itself then they would quit. And the opposite, if a player knows a lot about the topic within the game then it would be a pleasure for them to play. Game developers, however, would like everybody to play along, so a crucial advantage for the serious games will be to adapt. This way the game will have real time feedback from the player, thus making the playing process “evenly” difficult for everybody. And this is what creators hope for. http://stt.nl/wp/wp-content/uploads/2013/01/STT_SG_ouderen_eng_HR-los.pdf
Another scenario would be the following. Taking seniors into account, together with the relationship with their grandchildren, we see that there has always been a gap between them related to what is going on in the high tech world. It is never clear to elderly people how “this new gadget” works, for example. Game developers believe that through serious gaming it could be easier for them to learn and understand how technology evolves. Consequently they would feel much comfortable when they get in a conversation with their grandchildren.
But in order to talk about education in schools, this might be the key to attract students’ attention and make them passionate about something. In the beginning it would be interesting for them, because it is something new that has never been a part of the education process. Let’s say that on a particular day children would be in class and they have to follow a history lesson about Ancient Rome. Here storytelling plays an important role for the teacher. For all students know, history is boring, so the teacher has to grab the attention. Having integrated augmented reality in schools, they just reach out the head set and suddenly they emerge in the virtual ancient Rome. They can look around and “see” the lesson instead of reading it at home. This can go the same for science, physics, etc. and the children would be able to remember better.
To sum up…
There is still a lot to be thought through. For now we do have areas where augmented reality is applied, so it is not difficult to think of other areas of application. This could become a possible scenario of the virtual development of serious gaming in 2020. The scenarios introduced in the paragraphs above are all uncertain. After all, we are talking about the future and it is impossible to predict it. Yet, looking at the trends and analyzing them, we can somewhat keep an eye on the coming years and guess the direction of the development.
Bart van As, Lianne Bodenstaff, Harry Bouwman, Rogier Brussee, René van
Buuren, Divya Chadha, Timber Haaker, Marike Hettinga, Wil Janssen, Mark de
Reuver, Timothy Sealy, Sikke Visser, Dick Quartel, Novay Handbook for Creating Robust Business Models, 14 February 2012
Study Center for Technology Trends Netherlands, Play On: Serious gaming for future seniors, 2012