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A Brief History of Computer Games in Education. Daniel Laughlin, Ph.D. UMBC GEST March 15, 2005 MEC 2005 daniel.laughlin@gsfc.nasa.gov http://learners.gsfc.nasa.gov/MEC/. Before CGE. Wargames (1850s) Educational Games and Simulations (1950s) Computers and Video Games (1970s).

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A Brief History of Computer Games in Education

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A brief history of computer games in education l.jpg

A Brief History of Computer Games in Education

Daniel Laughlin, Ph.D.

UMBC GEST

March 15, 2005

MEC 2005

daniel.laughlin@gsfc.nasa.gov

http://learners.gsfc.nasa.gov/MEC/


Before cge l.jpg

Before CGE

  • Wargames (1850s)

  • Educational Games and Simulations (1950s)

  • Computers and Video Games (1970s)


Games and simulations l.jpg

Figure ; Games and simulations overlap (Ellington, 1981).

simulations

games

Games and Simulations


The first wave l.jpg

The First Wave

Simple applications that had more to do with

demonstrating the principle that the machines could be

used for educational purposed rather than making

either good education or good games.


Atari s basic math game l.jpg

Atari’s Basic Math Game


The second wave l.jpg

The Second Wave

Educators take part in developing games for the computer


Mattel s electric company s word fun game l.jpg

Mattel’s Electric Company’sWord Fun Game


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Mattel’s Electric Company’sWord Fun Game


The third wave l.jpg

The Third Wave

Rise of the professional educational

software publishers.


The learning company s l.jpg

The Learning Company’s


Tlc s oregon trail l.jpg

TLC’s Oregon Trail


Broderbund s where in the world is carmen sandiego l.jpg

Broderbund’s Where in the World is Carmen Sandiego


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Broderbund’s Where in the World is Carmen Sandiego


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The Third Wave


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The Fourth Wave

Immersive virtual worlds put to educational use.


Id software s l.jpg

ID Software’s


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A Virtual Immersion


Broderbund s myst l.jpg

Broderbund’s Myst


Tivola s physicus l.jpg

Tivola’s Physicus


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Broderbund’s Myst


Civilization iii l.jpg

Civilization III


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The Future

  • More commercial games adapted to education.

  • More immersive virtual educational environments.

  • More game consoles used in schools.

  • More realistic immersive games.


The sims l.jpg

The Sims


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Dark Age of Camelot


Linage l.jpg

Linage


The end l.jpg

The End

Daniel Laughlin, Ph.D.

UMBC GEST

March 15, 2005

MEC 2005

daniel.laughlin@gsfc.nasa.gov

http://learners.gsfc.nasa.gov/MEC/


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