Xbox One, Media Platforms, and the Education Direction

Gaming Systems in the Real World

By IGI Global on Jun 5, 2013
Contributed by Kristen Stauffer, Discipline Manager, Sales & Marketing

Last month, Microsoft unveiled the newest addition to the competitive industry of gaming: Xbox One. Don Mattrick, Microsoft President of Interactive Entertainment, introduced the Xbox One as a “media-platform first, and a games console second” (Time). In addition to improved gaming, the Xbox One system will feature on-demand movie and TV libraries, Internet, Skype, and improved controls of live TV programming, to name a few.

New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration As described in an article from CNN Money, “Microsoft's Xbox One is the latest in a series of new gaming consoles. Earlier this year, Sony (SNE) introduced the long-awaited PlayStation 4. Last year, Nintendo unveiled the Wii U, although Nintendo has continued to struggle this year as sales of the Wii U slumped.” Regardless of the critiques of these new systems and the ebb and flow of their sales, it’s no secret that technology, specifically gaming systems and the software behind them, is changing the way people interact with each other and the world around them. More and more, we invite technology into our living rooms, schools, workplaces, and lives. Each year brings new hardware and software to accommodate the rapidly increasing demand for speed, functionality, and every-day interaction that is all facilitated by technology.

If technology companies continue to produce systems that combine all things entertainment, it’s just a matter of time before our imaginations take things to a whole new level. According to a review from Wired, “[The Xbox One is] an entertainment borg that hopes to assimilate everything from your Blu-ray player to your cable box…Perhaps most intriguing, however, is that Xbox One gives game developers the ability to access Microsoft’s Azure cloud computing platform. That leads to a few obvious and immediate applications: All your downloaded and installed games and achievements are synced to the cloud… stable, dedicated servers for every multiplayer game…even multiplayer matches that can grow to 64, even 128 participants, rather than the usual limit of 16 or 32.”

With these seemingly endless possibilities, this software goes far beyond the common concepts of ‘gaming’. This technology can be utilized in school settings, allowing students, both young and old, to learn in a variety of environments while their teacher leads class from a remote location. These students wouldn’t even have to be sitting still if the technology behind Kinect’s gesture-based learning comes into play.

IGI Global recently published New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration, a title that addresses the challenges and rewards associated with adopting digital games into standard curriculums. In its first chapter titled, “Game-Enhanced Learning: Preliminary Thoughts on Curriculum Integration”, authors and professors Michela Ott, Maria Magdalena Popescu, Ioana Stanescu, and Sara de Freitas, state:

“While the advantages of game-enhanced learning include: social interactive learning, collaboration, engagement, motivation and adding fun to learning, the introduction of games into the classroom requires well-defined plans and a step-by-step incorporation of game elements in the early stages of learning design. Even if there are many initiatives in this direction, trying to jump straight into game-based curricula does not guarantee success and performance; moreover, it is not an easy endeavor at all. This is why efforts are being made to support a game-based curriculum.”

This chapter tackles the issue of Serious Games (SGs) curriculum integration approached from different perspectives – including levels, subject areas, and instructional contexts – over what is already in practice and what is yet to be implemented. Their recent publication refers to Game-Enhanced Learning and not simply to game-based learning, thus supporting the concept that games, and perhaps even the new entertainment systems on the market today, can really contribute to improving and enhancing both the collaborative and individual learning processes.

New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration is a recently released title from Sara de Freitas of University of Coventry, UK, Michela Ott of the Institute for Educational Technology of the Italian National Research Council, Italy, Maria Magdalena Popescu of Carol I National Defence University, Romania, and Ioana Stanescu of Advanced Distributed Learning, Romania. IGI Global has a wide variety of publications, articles, and journals dedicated to the theoretical and empirical understanding of ‘gaming’ and game-based learning.
Browse for more posts in:
EducationMedia and CommunicationsSocial Sciences and HumanitiesSoftwareGamingInteractive TechnologiesMultimedia TechnologyBooks & E-BooksChaptersEvents & CollaborationsEuropeNorth America

No comments Comments

Log in or sign up to comment.
Be the first to comment!

More from IGI Global

The World Health Organization (WHO) has reported a surge in Lassa fever cases in Nigeria, emphasizing the urgent need for containment measures.
IGI GlobalRead More
Medical, Healthcare, and Life SciencesHealthcare Information SystemsBooks & E-BooksResearch Trends
IGI Global congratulates the winners of this year's Journal Reviewer Award
IGI GlobalRead More
JournalsAwards & RecognitionOpen Access
For decades, academic publishing has been plagued with discrepancies surrounding authorship of scholarly research...
IGI GlobalRead More
Books & E-BooksAcquisitions
Two IGI Global publications have been recognized by Doody's for their excellence and niche topic focus.
IGI GlobalRead More
Medical, Healthcare, and Life SciencesMedia and CommunicationsBooks & E-BooksAwards & Recognition
Digital Inclusion Week underscored the urgent need for a national digital equity plan in the US due to disparities in internet access and digital skills.
IGI GlobalRead More
The majority of IGI Global's books Frontlist is now indexed by Scopus. Learn what this prestigious recognition means for the publisher and the experts behind these books.
IGI GlobalRead More
Books & E-BooksAwards & RecognitionReviews & Indexing
IGI Global is excited to introduce a new initiative to provide detailed insights into various fascinating subjects. Our brochures offer a comprehensive overview of timely publications covering the latest research topics...
IGI GlobalRead More
EducationBusiness and ManagementComputer Science and Information TechnologySocial Sciences and HumanitiesBooks & E-Books
Hear from Dr. Velliaris, who was voted as a Top 30 Global Guru in Education.
EducationBooks & E-BooksInterviewAuthor News
Cocoa prices surging to $10,000 per metric ton challenge chocolate manufacturers and consumers, risking supply chain stability and higher retail prices...
IGI GlobalRead More
Business and ManagementEnvironmental, Agricultural, and Physical SciencesSustainable DevelopmentBooks & E-BooksResearch Trends
First Previous 1 2 3 4 5 6 7 8 9 10  ... Next Last