Publisher's Synopsis
How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose of this book is to provide answers to these questions and raise questions about how educational technology and gaming will be used in the near and far future. During the early millennia, educational technology use exploded and coincided with the rise in console and personal computer video game play. Today computers and electronics such as cell phones and tablets are ubiquitous in today's schools and learning environments all with easy access to games. With over 93% of people reporting making use of technology for learning in, education, business and many other fields researchers, educators and administrators struggle to integrate and make use of these powerful tool in education and training. In an increasingly technological society, the need for students, instructors, and administrators who understand the world of educational technology and all of its possibilities is of paramount importance. There is an increasing understanding and growing need to assimilate the growth and use of virtual environments, electronic games, and assistive technologies in such places as businesses, after school programs, museums, zoo, and other places. The review of the current trends in research, teaching, learning and assessments provides readers with and outline where educational technology is now and where it may go in the future. Build upon the prominent leaders in the educational technology field, this book adds the voices of up and coming leaders in educational technology Richard Lamb and Donald McMahon from Washington State University. This book targets researchers and practitioners working to develop and build educational technology to collect data, more effectively teach students, and seeking to shape the future of educational technology. The book covers a wide variety of topics to include augmented reality, virtual environments, and video games in education.