I have not posted a new blog in quite some time as I have been very busy since our return from winter break. But, I want to share some information about one of the items that has kept me in that loop of constant work and why I believe it is an important topic.
A number of weeks back, I received a true compliment that speaks to the direction my advanced students in the GAD concentration have been focused on since the start of this year. I was contacted by a representative from the US Department of Education and asked if I would be interested in serving as a reviewer for this year's EdSim Challenge! Although I was a little hesitant at first, since I had not personally sought to assist with the competition, I feel that being asked to join their review team is a true honor. I believe they approached me as a result of being a CTE teacher with students' using of virtual reality in the classroom and thanks to my participation in the Keenan Fellows program. I say this because this year's challenge is focused on the use of virtual reality, gaming and the future of the tech ed curriculums.
So, what was my role in the competition's process? Participants in the challenge submitted proposals around the topic theme in hope of winning a rather substantial cash prize earmarked for prototyping their idea. And, like most competitions, there are multiple rounds that occur to be considered for the prize. I was asked to be part of the first round of those reviews. While I cannot go into specifics about proposal content or review criteria, I believe it is safe to say that I received several amazing proposals to examine. Overall, I found the review process to be interesting. It gave me an opportunity to see how other educators around the country want to use the new technologies of virtual reality and incorporate gamification into their curriculum. For more information on the EdSim Challenge, see the link provided above.
By now you might be wondering what is gamification and how/why is it important in education? Gamification involves using game mechanics and design techniques to motivate individuals with some end goal in mind. There are industries outside of education which have been using gamification for years. For instance:
Virtual reality can bridge the divide between where kids are at and what we want them to learn. It allows them to "experience" lessons and attempt skills from a first-person position by creating a powerful, interactive learning activities. Students can help Washington maneuver his troops during the American Revolution, make important design decisions on a construction site, fight off a virus in the human body, and explore any number of other concepts that are hard to conceptualize in a traditional classroom setting. Rather than just listening to the teacher explain concepts or lessons, they become a part of those lessons, learning through hands-on experiences.
In short, taking part as a reviewer in the EdSim Challenge has both encouraged and energized me with regard to the direction education is taking. I was also encouraged to note that the Department of Education sees the value in using this kind of technology in classrooms. I hope the use of virtual reality continues to grow around the country and across curriculums, not just in the world of Technical Education!
I am a high school Career & Technical Education (CTE) teacher located in Durham, NC with a focus on game art and design. This blog provides a place for reflection on relevant classroom practices.
The views and opinions expressed in this blog are solely those of the author and do not represent those of my employer or anyone else associated with Durham Public Schools.