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Ian Ohari
Mr. Donald
23 January 2018
As humans evolved out of the ice age, technology advanced rapidly to keep pace.
Though war technology has always been at the forefront of history, information technology
has been just as important, if not more. The dawn of the 21st century gave birth to many
personal computer, the mobile cellphone, and projectors, have made education more
comprehensive and accessible than ever before. As a result, new ideas and approaches to
vastness and accessibility to research, and teaching young students through video games,
completely resolved with modern technology. That’s why working on technology that can
students, and researchers around the world. Students are especially important in the
process of creating new technologies because their ideas and innovations will shape the
world they’ll live in. When a student, Sahil Doshi, winner of the Top Young Scientist award
in the 2014 Education 3M Young Scientist Challenge, was interviewed about learning
device would allow the student to access “everything in the world, every possible
public file out there.” That’s important for students, he added, so they’ll realize “that
nothing is impossible because they have [access to] every bit of information.”
(Schaffhauser)
A student’s vision into the future of learning devices is extremely important because it
While the visionaries of the future may be the students of today, they aren’t the only
ones who play a major role in shaping the future. Scott McLeod, director of innovation at
the Prairie Lakes Area Education Agency, believes that interactivity with the environment
is the key to building learning devices of the future. Full immersion in the learning
environment through technology would allow for impressive flexibility. Teachers and
students would no longer be constrained to the restrictions of the real world but instead to
the tools at their disposal online. Devices that could do such a thing would more than likely
make classrooms much more efficient. Teachers would no longer have to look for students
cheating on tests: they would simply be able to see all the students’ screens at once on their
own screen, or the system would alert the teacher if a student were cheating. Group
projects would be massively streamlined, and students would be able to know what the
rest of the group is working on so no one overlaps. To be brief, learning devices of the
future would expand the amount of data that is present at any given time. (Schaffhauser)
While the classroom is, and always will be, the main place of education for students,
students should be expected to learn outside of the classroom too, whether it’s a homework
homework at the park, it would require them to lug all the necessary supplies with them.
With the advent of the laptop, not only was completing homework made faster, it also
expanded the types of homework that could be assigned. Now students can read online
textbooks, complete online quizzes, and watch educational videos on the subject. And if a
student wishes to do work at the park, all he/she needs to bring with them is a laptop.
Looking at the big picture, it should be realized that utilizing technology to educate
advantages over traditional classroom education: students can learn anywhere they please,
the latest resources are at the students’ immediate disposal, and students on a tight
schedule are offered massive flexibility. For students in countries ravaged by poverty, poor
education systems—or the lack of education systems—are a massive problem: they inhibit
the growth of students in the modern world. Distance learning is considered by many as
Efforts to increase the quality of education are being made all around the world.
However, not all countries have a satisfactory education system in place. Additionally,
literacy rates in such countries are too low by today’s standards. Literacy is an important
skill for the modern world, and no one should be left out. Pakistan is a primary example of
how war, poverty, and oppression have negatively impacted the country’s literacy rates.
According to the Economic Survey of Pakistan, “the country’s literacy rate has declined
from 60 per cent to 58 per cent” (Sarfaraz). While not exceedingly negative, statistics such
as this prove that the literacy rate is declining. However, “Although Pakistanis are officially
reported to have 58% literacy rate . . . those who are called . . . ‘Literate’ are only able to
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read and write” (Sarfaraz). Thankfully, not all hope is lost. Programs such as Ilm on Wheels,
Digital Hall Study (DiSH), and Digital Means are utilizing distance learning techniques
through modern technology to provide students a better education and improve literacy
rates. While not a perfect solution, as not every student will have equal access to computers
or smartphones, distance learning is a necessary part of education, and technology can only
As humans continue to expand their knowledge of the world, the need for more
effective information technology grows. Since World War II, research technology has
become more and more effective, allowing researchers to create and run more complex
simulations, experiments, and research projects than ever before. While in the past, devices
such as the telephone or the computer supercharged research, today, researchers are
looking towards cloud-based software to streamline research. Ryan Smith, cofounder and
CEO of Qualtrics, noted that, “Adding technology to the mix reduced the potential for
human error and increased the speed of the research process” (Smith). <- (Need to expand)
Progress towards the future can only be made if one looks to the past. That’s why
it’s important to recognize to roots of modern research, and trace it all the way to present.
Before the Internet and computers, researchers were limited to the resources around
them: books, (often outdated) research papers, and colleagues. The lack of information—
and the pure distances between researchers—kept large, complex research projects from
being undertaken. So, on January 1, 1983, when ARPANET, the predecessor to the Internet,
switched to using (the widespread) Transmission Control Protocol and Internet Protocol
(TCP/IP), it was a big deal. Olivier Dumon, managing director at Elsevier, argues, “While
this may not be the best-known advancement in the development of the Internet, [it’s] one
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of the most significant, since it was this change in protocol that established the course of
the Internet” (Dumon). This is important to note because while the Internet serves as the
backbone for everybody’s daily lives, it also helped to accelerate research technology to
where it is today. Researchers no longer need to rely solely on books, outdated research
papers, or colleagues, but instead, can call upon new and updated information simply by
typing up a search query and pressing enter. Within seconds, current information is at their
disposal. With the aid of new technology—especially the Internet—research is only limited
by the ingenuity and cleverness of the researchers, and no longer by physical constraints.
(Dumon)
Thanks to modern technology, research has become easier, and because of that,
scientific knowledge has expanded exponentially. One example of this is cancer research. In
1898, Marie and Pierre Curie discovered Radium and Polonium—elements that are mildly
radioactive, and were found to be effective in treating cancer. Today, however, doctors can
use pembrolizumab to more effectively treat cancer by targeting specific proteins to boost
the immune response. This shows just how far scientific knowledge has come—with the
aid of advancing technology. Where unsolvable problems existed for decades, they can now
be solved by the smartest minds of today, aided with the cutting-edge technology of the
future.
While researchers looking to make groundbreaking research may get all the top-of-
the-line technology, today’s students can benefit from the smaller technological
innovations. While, in the past, teens read books and listened to lectures to learn, teens
today have an entire wealth of information at their fingertips, only a few clicks away. New
resources, brought on by new technologies, are creating different study habits in today’s
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teens. According to a survey asking teachers about what resources their students use for
research, 94% of teachers said their students use Google or other search engines, 75% said
their students use Wikipedia or other online encyclopedias, and 52% said their students
use YouTube or other social media sites. This is a stark contrast from the research methods
used by students before the digital age and the expansion of the Internet.
Ever since the personal computer was invented, video games have been a globally
prevalent entertainment medium. Today, there is an estimated 1.8 billion people who play
video games globally, and that number keeps on growing. Due to the prevalence of video
games in today’s society, many researchers and scientists have wondered if video games
could be used to enhance education. This idea is not new, and can be traced all the way
back to popular games such as The Oregon Trail, and Mario Teaches Typing. Research being
done today on the efficacy of video games to supplement traditional schooling is primarily
looking at improving foreign vocabulary retention. Alshaiji, a researcher from the King
Saud University, states that, “The necessity to learn a foreign language has been on the rise
communication technologies . . .” (Alshaiji). The point of Alshaiji’s study was to show that
video games are completely beneficial to learning and education, despite parents’
preconceptions that video games only expose and desensitize kids to violence. The result of
It can be concluded from the results of this study that Video Games have positive
Using Video Games in the classroom results in facilitating the English vocabulary
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It should be noted, however, that these results are purely based on English vocabulary
While many parents may have the preconception that video games expose and
desensitize kids to violence, the benefits of using educational video games to supplement
learning can outweigh the negatives. While the preconceived notion of exposure to violence
through video games is well-based in the observation of many current popular video
games, such as Call of Duty, or Battlefield—which are both gory first-person shooter
games—parents may not realize that not only can video games enhance learning, but they
are perhaps the best option to do so. The reason why education video games such as The
Oregon Trail were so popular in schools is because they were fun to play. The core of the
game was meant to immerse the player in the world of the Oregon Trail, forcing them to
make decisions that people who actually traversed the Oregon Trail may have made. The
notion of being totally immersed in a virtual world is truly exhilarating, which can explain
why The Oregon Trail, despite being made to educate players about the Oregon Trail, was
so hugely popular. A more modern equivalent to The Oregon Trail can be made in Assassin’s
Creed: Origins. In this game, players take control of an assassin in ancient Egypt. While the
idea of becoming an assassin worries parents of potential (violent) side effects—and for
good reason—people who play this game may actually receive benefit from playing, as the
game is historically accurate, and also includes a discovery mode, which focuses heavily on
depicting historically accurate scenes and educating the player (Webster). So, while video
game violence is an understandable concern, the educational benefits that video games
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bring may outweigh those concerns. Since many children today grow up with technology
and video games around them, playing an educational video game is the modern equivalent
With the release of Assassin’s Creed and other similar titles, a new generation of
educational video games began. Games that are historically accurate are becoming
increasingly popular, and that begs the question, “What will the future of educational video
games look like?” The answer isn’t precise, but one could argue that it would be essentially
the same as games that are around today, but more technologically advanced. Looking to
the most recent innovations in the world of technology would suggest that virtual reality
(VR) and augmented reality (AR) are the next step. There is, in fact, already proof that VR
and AR are beneficial to education and learning. There have been a few cases so far, where
doctors used VR or AR to help prepare them and practice for an upcoming difficult surgery.
One such case involved a patient who required a valve replacement surgery. Her surgeon
used 3D modeling and AR software to virtualize the patient’s CT scans into an interactive
3D virtual object. This allowed the surgeon to analyze the patient’s anatomy beforehand, so
that he could anticipate what he would do and what he would see. Software like True 3D,
the software used in the example, can not only help to save lives, but also educate future
video games, could easily become the next step for educational video games. In fact, a game
called Surgeon Simulator VR—a game that simulates being a surgeon in virtual reality—
already shows proof that education virtual reality games could be successful. While crude
and mostly for humor, Surgeon Simulator VR presents proof-of-concept that an educational
Modern progress in educational video games is advancing rapidly, but some argue
that instead of making video games more educational, education should be based on video
games. This thought, while sounding ridiculous at first, begins to make sense when looking
at the influence of video games on young children. Many children who play video games
often fantasize about the game, and as a result, their fantasies may become more realized
than reality. Misconceptions can also take hold, as young children do not have enough
knowledge to discern subtle fantasy elements from reality. An example of this would be
young children who play Minecraft. Many misconceptions gained through playing Minecraft
include inaccurate naming and representation of objects and actions, particularly ores,
stones, and smelting. These misconceptions, however, may not be totally detrimental, as
Without having to play computer games ourselves, as educators we are able to use
these games as aids for sparking an interest in science in the classroom and beyond.
students will inevitably tell us more than we really want to know (Tromba, 2013).
(Sharp)
Sharp goes on to say, “A cursory glance will reveal how misconceptions might form in
players’ minds. Usefully, this sets up the perfect opportunity for injecting real geological
science into class discussions” (Sharp). Through class discussion, misconceptions about the
geology of Minecraft may be resolved, not only thoroughly, but also in a way that will
interest the students, as they are still talking about a video game they enjoy playing. The
relativity of correcting video game misconceptions through discussion can be seen in the
popularity of the YouTube channel, The Game Theorists. In the YoutTube videos, MatPat—
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the creator and host of The Game Theorists—discusses and corrects misconceptions and
flaky science of various video games by analyzing them with real-world physics, biology,
history, or literature. With over nine million subscribers and counting, the popularity of
these educational videos really speaks to the prevalence of video game misconceptions and
The world is changing rapidly. If the education systems don’t evolve with
technology, schools will be left in the dust. While traditional schooling has its benefits, it’s
undeniable that the wake of modern society has brought up new problems that only new
education methods can hope to tackle. One such problem is the disparity of education
quality between first world countries and third world countries. It’s a problem that has
plagued the world for a long time, but with new innovation in education technology,
modern education can finally be accessible not just those in poverty, but also those with
developmental disabilities. A course of action must be taken, and it should be to use new,
emerging technologies to provide satisfactory education to those who most need it.
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Works Cited
Alshaiji, Ohoud Abdullatif. “Video Games Promote Saudi Children’s English Vocabulary
Dumon, Olivier. “How the Internet Changed Science Research and Academic Publishing,
https://www.huffingtonpost.com/olivier-dumon/how-the-
“Education 3.0 : How Virtual Reality Will Change the Way We Learn.” Great Performers
Academy, https://greatperformersacademy.com/interesting/education-3-0-how-
Purcell, Kristen, et al. “How Teens Do Research in the Digital World.” Pew Research Center:
http://www.pewinternet.org/2012/11/01/how-teens-do-research-in-the-digital-
https://www.thenews.com.pk/magazine/you/230784-Time-to-digitalize. Accessed
10 October 2017.
Schaffhauser, Dian. “What Will the Learning Device of the Future Look Like?” T H E Journal,
Sharp, Lara. “The Geology of Minecraft.” Teaching Science: The Journal of the Australian
Smith, Author: Ryan, et al. “How Technology Is Changing Academic Research.” WIRED,
https://www.wired.com/insights/2013/07/how-technology-is-changing-academic-
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&db=eric&AN=ED490442@site=ehost-live.
https://www.theverge.com/2018/2/20/17033024/assassins-creed-origins-
discovery-tour-educational-mode-release.