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Shelly DeHavens
Abstract
Since the early part of the 19th century we have been utilizing technology for many
purposes (Reiser, 2001a, p. 55). There have been significant developments in the industry
that have affected wars, how we learn and how we live our everyday lives. Gaming has
become a huge part of our society showing more popularity than television or movies
(Stanley, Mawer, 2008, p. 4). Gaming has also impacted the educational community and
continues to impact the way our children learn (Squire, 2002, p.7).
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Many predictions of how technology was going to effect out society came and
went without much success. In the 20th century there were many new tools created to
potentially help the field of education but none of which had a huge impact (Zhao, Frank,
2003, p.807). The “Visual Education” movement introduced media such as films, slides
and photographs. These were used in some schools during the later part of the 19th
century. The motion picture projector was one of the more popular devices seen in the
classroom (Reiser, 2001a, p.55). In 1910, the Rochester NY public school system was the
first to use films for instruction purposes. Just earlier that year the first sets of
instructional films were published (Reiser, 2002a, p.55). This was a hug breakthrough for
technology and the way it was integrated into the curriculum. Thomas Edison projected
that “Books will soon be obsolete in the schools…It is possible to teach every branch of
human knowledge with the motion picture. Our school system will be completely
During the next ten years books did not become obsolete however, educational
media did progress. During the next decade (1914-1923), more focus was being put on
training teachers to use the new innovative techniques in their classroom. Journals were
established that focused on visual instruction and five organizations for visual
The early 1920’s through the 1930’s brought more technological advances. Radio
broadcasting, sound recordings, and sound motion pictures became known as the
but it did not impact the educational sector like anticipated (Reiser, 2001a, p.56). Due
partly to the Great Depression in 1929 interest in educational media started to dwindle all
together. Large companies that had invested in the movement reportedly lost over $50
million during this time (Reiser, 2001a, p.56). During the 30’s audiovisual fanatics were
foreseeing radio to be the next technology piece that was going to revolutionize
education. Like the motion picture it proved to have little impact on education in the
World War II had a slowing effect on the audiovisual movement. Technology was
not at a standstill however. The military used the motion picture to create training tapes
used to train soldiers for the war. Over 4 million films were shown to the military
services between 1943 and 1945 (Reiser, 2001a, p.56). Overhead projectors, slide
projectors, audio equipment, and simulators were among the most beneficial pieces of
technology used during the war (Reiser, 2001a, p.57). Training films also were created to
Following the war there was a renewed interest in technology. In the 1950’s the
television as a teaching tool was funded and supported by the Federal Communications
Science Foundation was also a contributor (Coley, 1997, p.10). The Federal
purpose of teaching in the classroom. In 1960 there were at least 50 public “educational”
television stations (Reiser, 2001a, p.58). In the 60’s the Ford Foundation spent over $170
million on the educational closed circuit television programs. The programs on the
channels proved to be less than adequate and the trend tapered off. The biggest gripe
about the programs was they were simply just an instructor delivering a lecture. Other
attributions to the disinterest were teacher resistance to the programs, the expensive
nature of keeping the equipment working and installing getting the hardware installed.
School districts discontinued the program when funding was taken away (Reiser, 2002a,
p.58).
“audiovisual instruction” and by the 80’s computers were the newest technological
innovation (Reiser, 2001a, p.59). Educational technology was defined as “the most
advanced technologies available for teaching and learning in a particular era” (Coley,
1997, p.11). The microcomputer became a popular device to develop computer based
educators because of its small size and performance (Reiser, 2001a, p59). In the mid-90’s
computers were in schools and used often for educational purposes however, the impact
on the educational world was still small at that point (Reiser, 2001a, p.59).
Computers of the mid 1960’s to the 1980’s really didn’t have enough memory or
processing power to make a large impact on educational technology (Riley, 2007, p.90).
They lacked storage capacity and communication capabilities (Riley, 2007, p.91). After
1996 computers were not only able to hold large amounts of information but
communication became possible with more access to the internet. The internet impacted
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the educational world significantly from the late 1980’s to present day (Riley, 2007,
p.91).
In 1996 President Bill Clinton embraced the educational potential computers offered
and came up with a technology plan for school districts. He announced four goals for
1. All teachers in the nation will have the training and support they need to help
2. All teachers and students will have modern multimedia computers in their
classrooms.
4. Effective software and on-line learning resources will be an integral part of every
To help achieve these technology goals America’s Technology Literacy Challenge was
formed, a teacher recruitment program was implemented and the Tech Corps helped by
educational technology crusade by asking for huge increases in funding for America’s
Distance learning programs have been growing ever sense (Reiser, 2001b, p.62). Online
learning opened many doors for students who would otherwise not have access to further
their education. Education has become a very social practice. Face to face instructions
influences motivation, and community membership. These are two important challenges
Foundations of Technology 7
that providers of online education must take into consideration when designing their
courses (Tsai, Kim, Liu, Goggins, Kumalasari, Laffey , 2008, p199) . In a study
completed by Hara and Kling in 2000, it was found that students were frustrated with the
lack of social interaction in online classes (Tsai, et al, 2008, p198). In a study done by
Carr in 2000, it showed the dropout rate for distance education students was 10%-20%
greater then traditional education students (Tsai, et al, 2008, p198). By identifying the
challenges we can then work towards eliminating them. Active participation by students
is crucial in online courses but in order to promote interaction students must feel a sense
of community. It was proven that students who felt a strong sense of community had
more satisfaction with their online course (Tsai,et al, 2008, p207).
Gaming has made huge technological advances in the past 30 years (Guschwan,
2008) . I have seen the benefits of gaming socially and educationally through the years
and I believe it plays an important role in our society. Personally, I have seen and
supported the process of the gaming evolution. The Commodore 16, Commodore 64,
Atari, Nintendo, Playstation and Wii have all had huge impacts on the way games are
played today. Just over 30 years old, gaming has becoming a form of entertainment that
has proven to be greatly profitable and influential (Squire, p.1). Game consoles, software
and hardware have brought in an estimate $19 billion worldwide (Squire, p.1).
(Wii fit/sports, Playstation’s DDR) can make an impact on the fitness levels of today’s
Foundations of Technology 8
society. There has always been such a negative stigma attached to “video games” but I
believe over the next ten years that negative impression will begin to diminish.
It has been a challenge for educators to compete with the thrill and excitement that
gaming brings to students. Teacher instruction can be mundane and seen as boring
compared to fast paced, exhilarating games that the students enjoy playing (Stanley,
Mawer, 2008, p. 3). Incorporating these games and referencing these games in class
instruction may help grab the interest of their students (Stanley, Mawer, 2008, p. 3). With
data showing that video games are played more than television and movies are watched
we can see that the trends in leisure activities are changing (Stanley, Mawer, 2008, p. 4).
The Games to Teach Project has been trying to link the education world to the gaming
world for years. They argue that learning can happen while playing games that aren’t
exactly labeled “educational games” (Squire, 2002, p.7). They have been working hard
to create games that not only teach valuable lessons such as Physics and Engineering but
games that also incorporate complex social networks, rich characters, and a range of
emotions and experiences (Squire, 2002, p.8). Since the 80’s and the Pac-Man craze
many game creators have been consulting guidelines that have been said to create
2. Multiple goal structures and scoring to give students feedback on their progress
This gives educators and others a theoretical model of how games become successful and
what must be present for the success (Squire, p.2). Video games have the potential to
Foundations of Technology 9
Violence in games has always been a concern of video game critics. Many games
do not teach violence but researchers still claim that it has a lasting impact on students
and their cognitive development (Squire, 2002, p. 8). The idea of most educators is that
games contain aggression, negative imagery of women and social isolation. On the
contrary, some educators also feel that studying gaming and the attraction to it may hold
the key to improve the excitement factor in the classroom. Many of the studies completed
in reference to gaming and its impact on society are outdated and neglect to take into
consideration the recent developments that incorporate social contexts and the internet
(Squire, p. 1).
The “wow experience” is what attracts players to games (Guschwan, 2008). That is just
what we are being presented with when it comes to the newest game consoles. The
Nintendo Wii incorporated many features into its system. The wireless, sensored
controller allowing the system to detect motion and rotation is one of the features that
makes it stand out form the rest. This controller allows for a high level of physical
interaction. The concept of the sensor and the design of the games create a social aspect
to the gaming console (Pearson, Bailey, 2007, p. 833). The new threshold of gaming
includes emotional synthesizers such as the ones incorporated in the Wii: hand gestures,
The Wii offers exercise benefits (Wii fit and Wii sports) which could be incorporate into
schools and Physical Education programs all over the world. The Wii would allow
students with physical limitations, such as a wheelchair bound student, the chance to
Foundations of Technology 10
participate on equal terms with their peers. It could assist with reaction time, hand eye
coordination and could be used as a social medium for classrooms (Pearson, Bailey,
2007, p.883). Students with developmental and cognitive disabilities such as autism could
benefit form the social interaction and collaboration with their peers. The Wii could also
assist in improving language, math and reading skills (Pearson, Bailey, 2007, p.883).
Students with muscular dystrophy can utilize the game to assist with physical therapy and
add some excitement to their therapy sessions (Pearson, Bailey, 2007, p.884).
Conclusion:
The history of technology in America is extensive and impressive. Many tools have been
incorporated into the education setting; some being more successful than others. Despite
many attempts of incorporating various technology media into the classroom we have
finally been successful (Reiser, 2001b,p.62) . With the use of computers, and the internet
in classrooms we are seeing a strong trend in technology education that will continue to
impress (Tsai, et al, 2008, p.62). A technology trend that has been strong through the
years is gaming. Games have been used in and out of the classroom for over 30 years and
have advanced significantly (Squire, p.2). We have moved from the days of the
Commodore and Atari to the days of the Wii and Playstation (Guschwan, 2008).. As
research continues, there will be a significant amount of data on the effects of video
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