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Summit on Educational Games - Federation of American Scientists

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10 SUMMIT ON EDUCATIONAL GAMES<br />

➣ Game companies should look at educati<strong>on</strong> as a sec<strong>on</strong>dary market for<br />

their technology. To help mitigate the high costs <strong>of</strong> educati<strong>on</strong>al game<br />

development, game companies should identify technologies in their<br />

portfolios — such as AI, character rendering/avatar technology, or<br />

user interfaces — that may be useful for educati<strong>on</strong>al applicati<strong>on</strong>s.<br />

They should develop and be assisted in developing methods for<br />

making these available for use in alternative markets. This would<br />

include partnerships to make available game engines and other<br />

technologies at nominal cost for use in educati<strong>on</strong>. Similarly, game<br />

companies should c<strong>on</strong>sider licensing their game engines — even<br />

sec<strong>on</strong>d or third generati<strong>on</strong> engines — for n<strong>on</strong>-competing educati<strong>on</strong>al<br />

applicati<strong>on</strong>s.<br />

➣ Open source initiatives should be established to encourage a wide<br />

range <strong>of</strong> individuals and companies to self-c<strong>on</strong>struct learning games<br />

or comp<strong>on</strong>ents for them. Similarly, potential educati<strong>on</strong>al game<br />

producers should c<strong>on</strong>sider how they could encourage learning<br />

s<strong>of</strong>tware “mod-makers”, modeled after the game players that create<br />

c<strong>on</strong>tent and s<strong>of</strong>tware modificati<strong>on</strong>s for commercial video games.<br />

➣ With video game c<strong>on</strong>soles in more than 45 milli<strong>on</strong> homes, game<br />

companies or educati<strong>on</strong>al materials and educati<strong>on</strong>al s<strong>of</strong>tware<br />

producers should explore developing educati<strong>on</strong>al games and<br />

simulati<strong>on</strong>s for home use. This is important because <strong>of</strong>ten in lowerincome<br />

households, a video game c<strong>on</strong>sole is the ONLY computing<br />

device (advanced cell ph<strong>on</strong>es notwithstanding) in the household. True<br />

digital-divide progress could be made if there were acceptable<br />

methods to industry and n<strong>on</strong>-industry partners to make use <strong>of</strong> this<br />

incredibly large base <strong>of</strong> installed computing power.<br />

THE ROLE OF EDUCATION AND TRAINING INSTITUTIONS:<br />

➣ Educati<strong>on</strong> and training instituti<strong>on</strong>s should create incentives for<br />

innovative approaches in educati<strong>on</strong> through better tests and metrics.<br />

They should work with employers and others to develop tests that<br />

adequately measure the kinds <strong>of</strong> sophisticated educati<strong>on</strong>al outcomes<br />

required in today’s ec<strong>on</strong>omy — such as higher-order skills.<br />

➣ Each major educati<strong>on</strong>al instituti<strong>on</strong> should develop and execute a<br />

strategy for changing instructi<strong>on</strong> to reflect the kinds <strong>of</strong> innovati<strong>on</strong>s in<br />

games and other areas expected in the coming decade. Schools<br />

should redesign their instructi<strong>on</strong>al practices and formal learning<br />

envir<strong>on</strong>ments to take advantage <strong>of</strong> technology-enabled explorati<strong>on</strong>,<br />

interactivity, and collaborati<strong>on</strong> encouraged by digital games and<br />

simulati<strong>on</strong>s.<br />

➣ Schools <strong>of</strong> educati<strong>on</strong> should engage the learning games community<br />

to develop new and revamp old pedagogy to take advantage <strong>of</strong> these<br />

new educati<strong>on</strong>al tools.

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