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When technology is available but you have no access

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When technology is available but you have no access

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"One to one ratios for students appear to be far from reality" (NCES, 2000). This is a common issue whether the school has
a 1000 students, or only a few hundred. The school for which I mainly substitute within has only 300 students and last year had received a great deal of funding for their learning commons. With all of this money, technology, specifically computers (chromebooks), ipads..etc  are now available, but are still difficult to access. The school has a set of class ipads for all of grade k-3, another set for 4-6 and one full set of chromebooks. Most classrooms may only have the teachers computer working and if they are lucky, one other in the room. The computer  lab  was essentially disassembled when the chromebooks were introduced because many machines were missing parts and those that worked fine were considered as a waste now that better technology was brought in. Many times you have certain teachers who book these items at the same time every day from say morning to recess. So with each grade having 2 classes, that becomes a significant problem for teachers who want to use the devices. I think to overcome some of these challenges at schools where resources are available would be to set up schedules that each class has a given time with the technologies. Not just a sign up sheet where one particular teacher can fill their class in for every available slot.

Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Retrieved from https://search-proquest-com.qe2a-proxy.mun.ca/docview/205848074?accountid=12378.

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Getting Students Hand-On Time With Video Games

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Getting Students Hand-On Time With Video Games

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When access to technology is a barrier, or access to working technology is an issue as it was in the case study, it means that you have to make do with what you have.  If students have to share, that limits the time students have to interact with the game. In the study, students had to rotate in and out of who was directly interacting with the game. This reduces “the amount of “hands-on” time that the students had controlling the game moves” (Watson, Mong & Harris, 2011). Although this might not be completely disengaging for the students that are waiting for their turn to grab the mouse, it is not the best-case scenario for the use of video games.

Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466–474. http://doi.org/10.1016/j.compedu.2010.09.007.

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Traditional classrooms get in the way of integrating video games.

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Traditional classrooms get in the way of integrating video games.

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My classroom is a traditional classroom, I have no computers for my students to use in the room, and they only devices that they can use regularly are their personal devices. Teaching in a “traditional classroom” gets in the way of me being able to use video games with my students regularly.

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Overcoming Graphical Limits to Focus on Design.

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Overcoming Graphical Limits to Focus on Design.

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“Creators of the more successful educational game-like environments use three-dimensional software that walks a fine line between graphical sophistication and low resource requirements.” (Rice, 2007) I hope that as the online streaming of video games becomes more commonplace and requires fewer resources in terms of hardware, “creators” (as Rice calls them) will be able to focus on game design and to make engaging game-like environments for our students.

Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Retrieved from https://search-proquest-com.qe2a-proxy.mun.ca/docview/205848074?accountid=12378.

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Maybe We Won't Need High End Gaming Machines.

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Maybe We Won't Need High End Gaming Machines.

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Rice (2007) brings up the issue of graphics quality. Our students are used to gaming at home, with their PS4 or PC, and the technology that we have available at school is definitely not as high quality. So students might not want to play or don’t get excited to interact with the games that teachers offer them because they don’t look as good or they don’t run as well. This is a great point and still an issue today, but I think that we can see this gap closing with more software as a service (SAAS), and offerings like Google Stadia helping to eliminate the need for very expensive equipment.

https://www.techradar.com/news/stadia-everything-you-need-to-know-about-googles-game-streaming-service

Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Retrieved from https://search-proquest-com.qe2a-proxy.mun.ca/docview/205848074?accountid=12378.

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Imagine a world in which you don't need expensive gaming equipment to play the next big release title. A world in which all you ever have to do to start gaming is open up your browser, select a game and start playing - no lengthy download required. This could soon become a reality if Google's cloud gaming service, Stadia, delivers on its promises - you'll be able to go from opening a Chrome tab to playing a 4K, 60fps game, in five seconds, no installation required.

It's exciting stuff to think about, and after the recent Google Stadia Connect, we have a better picture than ever of what the service will actually look like - not least the kinds of games we'll get to play.

The service, which was announced at this year's Game Developers Conference in San Francisco, got a proper unveiling ahead of E3 2019. In a 15-minute presentation starring Google Stadia boss Phil Harrison, we learned just how much the service will set us back - $9.99 / £8.99 (about AU$14) per month for unlimited games - and just how good a connection we'll need (35Mbps for full 4K HDR/60fps).

At launch, Google has promised that Stadia will support desktops, laptops, tablets and smartphones - but just the Pixel series to start - without the need for a hardware box, with games instead powered by Google's own data centers.

So far, Google has promised that Google Stadia's cloud computing power is the equivalent of a console running at 10.7 GPU terraflops, which is more than the PS4 Pro and Xbox One X combined. This could be a total game-changer.
[Update: It looks like we'll be hearing more about Google Stadia at . Read on to find out more.]

What is it? Google's big move into gaming - a 'Netflix for gaming' streaming service that's a true console competitor, one to rival (and potentially lead) the next generation of gameplay.

When is it launching? At some point in November 2019, with launch territories including the USA, Canada and UK.

How much will it cost? $9.99 / £8.99 (about AU$14) per month for full 4K HDR streaming via Stadia Pro, or you can purchase games a la carte with Stadia Base.

Cut to the chase

How Google Stadia works

The best bit about Stadia is that as long as you've got a stable and fast internet connection, and you're using a recent version of the Google Chrome browser, you've got everything you need to get up and running.

Playing a game on Stadia is as simple as opening a new tab in Chrome and going to the service's Stadia.com homepage, or even jumping from a YouTube video link about the game.

To get started, Google will prompt you to run a connection test that checks your internet bandwidth, the latency between your computer and the servers, and any data loss. Google requires a streaming rate of 15Mbps, latency below 40ms, and data loss below 5%. With these requirements met, you'll be ready to dive in.

The beta of Project Stream offered Assassin's Creed Odyssey, which is nothing short of a demanding title. When you launched the game in your Chrome tab, it would go fullscreen, and run exactly as if it had been launched on a dedicated gaming computer (except without a deep graphics settings menu). You can play with a keyboard and mouse or a supported game controller, and Google's Stadia controller.

All of your inputs on the computer are sent over to Google's servers, processed in the game, and everything happening gets streamed right back to you. This is why that latency is so important, because you can't have a good game experience if everything you do in the game shows up a second later.

All of your inputs on the computer get sent over to Google's servers, processed in the game, and everything happening gets streamed right back to you.

The limits of Stadia are still being detailed, but Google has stated that Stadia will eventually be able to scale up to 8K / 120fps-plus frame rates, with 4K/ 60fps play as the norm. That's way above the standard bar for quality PC gaming.

What you're effectively doing here is opening a new tab that pipes all your inputs to a high-end gaming PC that streams back the visuals and audio to your computer screen. This system is simpler than some others, which set you up with a virtual desktop that then remotely runs Steam, Origin, Battle.net, or what have you.

In the case of Assassin's Creed Odyssey on Stadia, you're still required to log into a Ubisoft account to play, but beta testers aren't required to own the game.

Stadia will also work well with Google Chromecast, which means you'll be able to stream its games straight to any TV using Google's streaming dongle, not to mention phones and computers.

You'll be able to use keyboard and mouse or a gamepad to play Stadia, and Google's Stadia gamepad, a brand new piece of hardware, seems particularly smart. First off, the issue of latency - the gamepad itself connects directly to Google's cloud, which take a few of the steps out the data transfer chain, reducing the lag between your inputs being registered by the game. It also has a dedicated Google Assistant button, which Google claims will be loaded up with information on the title you're playing, offering tips when needed, or allowing you to access special in-game features from developers.

In addition, it'll support cross-platform multiplayer - so long as the other major game players want to take part, of course.

It's unclear at this point whether Google will require players to buy games and pay for the streaming service in separate transactions, or whether access to select games will be bundled into the service.

What games will be available on Stadia?

The list of Google Stadia games gets longer by the day - and while the final number hasn't been released just yet, the numbers look promising.

During Google's pre-E3 event, we got our first look at Baldur's Gate 3 from Larian Studios, plus heard from Bungie that Destiny 2 would be available at launch on Google Stadia. Add to that Ghost Recon Breakpoint from Ubisoft and a number of new Bethesda titles, and Stadia could have one of the best launch libraries of any platform in recent memory.

The August 19 Google Stadia Connect live stream also added a number of big-name (and small-name) games, with the likes of Cyberpunk 2077 joining the ranks, and it's clear Google isn't messing around.

We may well hear about more games coming to Stadia at Gamescom 2019 too - as Google Stadia is among the publishers confirmed to be making an announcement/showing new content during Gamescom: Opening Night Live. However, both live streams happening on the same evening may temper the excitement somewhat.

Assassin's Creed Odyssey

Attack on Titan 2: Final Battle

Borderlands 3

Baldur's Gate 3

Cyberpunk 2077

The Crew 2

Darksiders Genesis

Destroy All Humans!

Doom

Doom Eternal

Dragon Ball Xenoverse

The Elder Scrolls Online

Farming Simulator 19

Final Fantasy 15

Football Manager

Get Packed

Gods and Monsters

GRID

Gylt

Just Dance

Kine

Metro Exodus

Mortal Kombat 11

NBA 2K

Orcs Must Die! 3

Power Rangers: Battle for the Grid

Rise of the Tomb Raider

Samurai Showdown

Shadow of the Tomb Raider

Superhot

Tom Clancy's Ghost Recon Breakpoint

Tom Clancy's The Division 2

Tomb Raider Definitive Edition

Thumper

Trials Rising

Watch Dogs: Legion

Windjammers 2

Wolfenstein: Youngblood

Here are all the games Google has confirmed so far:

Stadia will offer games as part of its service as well as offering users the option to straight-up buy the biggest titles. However, in response to a question from Eurogamer, querying if Stadia's paid-for games would be any cheaper due to users already having to shell out for a high-speed internet connection and Stadia subscription, Stadia chief Phil Harrison replied: "I don't know why it would be cheaper."

For Harrison, it seems, the benefit of paying full price for a version of a game on Stadia, as opposed to on any other platform, is the accessibility it offers.

"The value you get from the game on Stadia means you can play it on any screen in your life - TV, PC, laptop, tablet, phone," he said. "I think that is going to be valuable to players.

"In theory, the Stadia version of a game is going to be at the highest-possible quality of innovation and sophistication on the game engine side."

Will my PC or laptop be able to handle it?

OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only)

Processor: AMD FX-8350 @ 4.0 GHz, Ryzen 5 - 1400, Intel Core i7-3770 @ 3.5 GHz

Video: AMD Radeon R9 290 or NVIDIA GeForce GTX 970 (4GB VRAM or more with Shader Model 5.0) or better

Memory: 8GB RAM

Video Preset: High

Storage: 46GB available hard drive space

DirectX: DirectX June 2010 Redistributable

Sound: DirectX 9.0c compatible sound card with latest drivers

Because everything runs on the cloud, it seems like nearly any internet-connected laptop or PC with Chrome should be able to play Stadia. That said, Google did release a set of required specs when it tested the service last year:

For 4K at 30fps and high settings, the recommended specs bump up to include 16GB of RAM, a more powerful AMD Ryzen 1700X or Intel Core i7 7700 processor, and a beefier AMD Vega 64 or Nvidia GeForce GTX 1080 graphics card. With Stadia streaming in video, this limitation could be eradicated, bringing AAA gaming to even entry-level laptops.

In addition, id Software confirmed that Doom Eternal is coming to the Stadia - with the team only taking a few weeks to transfer the title onto Google's cloud streaming service. id Software's Marty Stratton revealed Doom Eternal is capable of running at 4K 60fps at native HDR on Stadia.

If the service can handle Assassin's Creed Odyssey at 1080p 60fps and Doom Eternal at 4K/60fps, Stadia is going to be capable of playing a whole lot of games at these settings. Other major titles could easily see support on the service.

Games with a major online focus may have dicier prospects on Stadia. Since competitive online games are often fast-paced and require split-second reaction times, the extra latency introduced by streaming will likely be an issue for serious competitors. But Stadia looks better placed to beat this issue than other similar services, with infrastructure that no-one else has in terms of fiber optic cabling, and a Wi-Fi controller that connects directly to Google's cloud. That could mean online multiplayer titles such as Fortnite supporting thousands of players rather than just hundreds.

A recent Chromium update also added support for Nintendo Switch controllers to Google's browser, so it looks like we could be getting more than just streams of PC releases.

Google also announced the launch of Stadia Games and Entertainment. This will be a new arm at Google, with the sole aim of designing games exclusively for Google's game streaming platform.

As well as Assassin's Creed Odyssey, Ubisoft has indicated a few upcoming games will also make it on to Stadia when it's released, including multiplayer motor-cross game Trials Rising, naval warfare game Skull and Bones, as well as strategy game Anno 1800.

Google Stadia will also allow for developers to implement split-stream local couch co-op easier, through Stream Connect. This should allow players to not only view but interact in each other's worlds.

But, perhaps the biggest development for content creators and their viewers, is Crowd Play which will allow viewers to play games with their favorite streamers by simply clicking a button.

The big focus here is on designing a system that's both easy to play and easy to show off to your friends. To that end, Stadia will send both a 4K signal to both your device and to YouTube simultaneously, allowing you to record what you're doing.

The last feature Google showed off was called State Share - i.e. the ability for you to share any spot in your adventure with anyone via a Google link. One use case would be that State Share would allow you to record your spot in a tough boss fight and challenge your friends to beat it.

If you're stuck, either in your game or your friend's, Google Assistant integration will allow you to access guides and walkthroughs on-demand.

What was Project Stream like to use?

At its best, Project Stream was good. At its worst, well, Google won't let you play below a certain threshold of quality, and you wouldn't want to anyway.

The highly dated Chromebook hardware didn't hold it back from playing.

We tested Project Stream on varying setups. We played on an unstable 2.4GHz Wi-Fi connection, a fast and nearby 5GHz Wi-Fi connection, and on an ethernet connection held steady and offered high bandwidth. Keep in mind this was without the dedicated hardware Google has now introduced.

We also played on a 5-year-old Chromebook, a 2-year-old Razer Blade, and a modern desktop gaming rig that would be happy to run Assassin's Creed Odyssey at 1080p/60FPS on its own hardware. We even started one computer up while another was running the stream, and Google simply transferred control over to the second computer, with no stop in the stream.

Across the board, we'd describe the experience as at least playable. The highly dated Chromebook hardware didn't hold it back from playing. The biggest issues come from a bad connection: if the connection speed drops, so does the game quality, with lower resolutions, latency, and far more noticeable compression.

That said, in our experience, the visual degradation came before the latency, so we were able to continue battling enemies smoothly even if they started to look like ghostly swarms of pixels.

Overall, the graphics were fairly good throughout, especially when playing on a high-bandwidth connection using ethernet cables. Colors, shadows, and anti-aliasing look fine, and the frame-rate seems to vary between 30 and 60fps.

The low frame-rate was one of the two issues we noticed. The other was compression. Most of the time, it's not super jarring, but when there's a lot of detail in a scene and a lot of movement, the compression turns it all into a bit of slop. Character faces become a blur and hard edges (noticeably the character's hair) go soft. Will Stadia have fixed these issues by launch?

It would seem to be a sign of the lower bitrate enabling this type of streaming, but the truth is that most of the time it's unnoticeable, and would be even harder to spot if you weren't looking for it (we were looking for it). Panning the camera and running through dense wooded areas in the game (and combining the two) were the only times we were turned off by the dips in visual quality.

The experience isn't mind-blowing, at least until you remember that it's using so little of your computers processing power that you've literally got a full-system virus scan going in the background and nothing changed. The visuals are comparable to what you'd get on a console, except with compression artifacts here and there. And, with a stable connection, it compares rather favorably to in-home streaming on a Steam Link.

While the price and service model Google adopts will go a long way in determining whether Stadia is worthwhile, we can say right now that its prototype works, and it looks good doing it. But, will Microsoft's xCloud do it better?

Will you be able to play Google Stadia on your phone?

Yes! Well, yes... as long as you're a Google Pixel owner. For whatever strange reason, Google is limiting Stadia to Google Pixel phones to start.

That's not so bad considering there are so many other ways to access the service (see: desktop, laptop, tablet and TV through Chromecast Ultra), but the fact that all Android phones won't get Stadia at the same time does feel a bit strange.

Why would Google strand its biggest user base? It all comes down to quality. Because the hardware can range so widely when talking about Android devices, Google probably wants to make the best splash possible by only releasing Stadia on hardware it knows can handle it - i.e. its flagship Pixel phones.

That doesn't mean that iOS and Android users won't eventually see the service - they will at some point, we're sure - but not on launch day.

What happens if my connection drops out?

According to a Stadia spokesperson, the game instance will remain active for a few minutes. If your connection suddenly comes back, just restart the game you were playing and you should pop right back to where you were.

...but you have to act fast.

If you wait more than a few minutes Google will close the instance of the game you were running and you'll be sent back to the last checkpoint the next time you play.

According to the spokesperson, Stadia will do everything in its power to prevent a game from crashing - and will even drastically lower the graphics settings to keep you connected - but it can't entirely prevent a dropped connection.

What remains to be seen is how frequent these drops are, something we'll know a bit more about when we try the service in our own homes later this year.

Competition

According to a recently accepted United States Patent and Trademark Office patent (spotted Digital Trends) filed by Sony back in 2014, the company is working on a "system for combining recorded application state with application streaming interactive video output".

In other words, a cloud gaming service which could rival the Google Stadia (or a cloud streaming new Xbox) and could potentially launch with the PS5.

Players would be able to stream a game through a hosting server. So if you have a device that connects to the internet, be that a mobile device, console, or PC, you can connect to that server and the game you're wanting to play will be streamed to your monitor or screen, allowing can play using your preferred input device. Imagine Netflix for gaming.

Rather than downloading a game, it is instead streamed directly to your device and you would play real-time, cutting the need to delete games to make storage room on your device and reducing the hardware requirements - although you wouldn't technically own the title.

Sony also points out that this cloud gaming service would benefit game developers as the service would prevent piracy (as the games exist only on the server) and developers would be able to design games to specifically utilize the service's capabilities.

But how would player's pay for this service? Sony details two particular models in its patent. The first would see Sony itself collecting a subscription fee from users, then paying royalties to the developers. The second sees the developers themselves collecting a subscription fee from players, then paying Sony a fee for using the hosting service. However, neither model specified a price range.

We expect Sony would implement this cloud gaming service alongside the PlayStation 5, although the company hasn't specified if this is the case.

Looking for a fully baked game streaming service? PlayStation Now is available now

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Stadia: everything you need to know about Google's game-streaming service

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Imagine a world in which you don't need expensive gaming equipment to play the next big release title. A world in which all you ever have to do to start gaming is open up your browser, select a game and start playing - no lengthy download required.

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Finding Technology to Use In Your School.

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Finding Technology to Use In Your School.

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I teach in a school with over 1000 students, most of our technology is Chromebooks, and trending towards investing more into Chromebooks over a traditional PC. The PC labs that we do have are always booked. So my first barrier to overcome is simply getting my hands on technology to use.  This was also an issue in “the case studies (Sandford et al., 2006), the researchers found that teachers faced predictable technical problems which further exacerbated the scheduling challenges the teachers had in regard to reserving computer labs for their students to play the games in.”

Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2006). Teaching with games: Using commercial off-the-shelf computer games in formal education. Bristol: Futurelab. http://www.

futurelab.org.uk/resources/documents/project_reports/teaching_with_games/TWG_report.pdf Retrieved May 12, 2007 from.

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Kirriemuir and McFarlanes’ study identified some of the same barriers I come across in my classroom. The main one being time. Kirriemuir and McFarlane (2003) study found that teachers point out that they did not have enough time to “familiarize themselves with the educational components of the game; adequate time during the class period to introduce the game to students”, or the time too find out is the game supported learning goals.

Kirriemuir, J., & McFarlane, A. (2003). Use of computer and video games in the classroom. http://www.digra.org/dl/db/05150.28025 Paper presented at Level Up: The Digital

games research conference 4–6 November 2003 at the Utrecht University, Retrieved March 18, 2009 from The Netherlands Electronically Available at.

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Although not directly mentioned as a barrier in either of this weeks articles, one barrier that I feel has come up over this course is whether the students enjoy the game, is it fun, does it engage them? As teachers we are faced with a task of finding games that will not only connect to the learning we wish the students to receive, but it has to be a game that will engage and motivate. The study from week 3 by Laffan et al. (2016) discusses the relationship between SVGC"s, video game engagement, and happiness. The findings showed that those participants who reported "prominent punishment features as well as presentation features were more likely to experience a flow state" (p. 547). A flow state had been previously defined as a "positive state in which an activity is so engaging that all else becomes oblivious to the individual" (p.545). Flow appeared to be present when played with social features, and also when rewards are a part of the game (p. 547). These are features that as teachers we could take into consideration when chooses games as to improve engagement levels.

Laffan, D. A., Greaney, J., Barton, H., & Kaye, L. K. (2016). The relationships between the structural video game characteristics , video game engagement and happiness among individuals who play video games. Computers in Human Behavior, 65, 544–549. https://doi.org/10.1016/j.chb.2016.09.004

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While teachers ponder the use of video games in their classroom, connecting the game to the curriculum outcomes can sometimes be a challenge. Although as Rice (2007) discusses, "informal learning may occur through using the products" (p.257), many teachers are hesitant to use video games because they often don't see the connections that can be made to the curriculum outcomes. This will pose as another barrier when teachers consider that it will take them extra time and effort to judge if it will be a good game and try to make it work for their outcomes. Not all teachers will be opposed to this because when we develop lessons, we still must read and gauge the material we are going to use to see if it will work with our overall learning outcomes.

Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Retrieved from https://search-proquest-com.qe2a-proxy.mun.ca/docview/205848074?accountid=12378.

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Professional Development For Teachers To Incorporate Video Games Into The Classroom

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Professional Development For Teachers To Incorporate Video Games Into The Classroom

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I see one of the biggest barriers to the integration of technology into the classroom is that teachers are not getting enough professional development. I see this daily in my conversations with teachers as many people come to me with problems that range from, the use of LCD projectors and smart boards, to posting in their Google Classroom. These are basic uses of technology, most people I talk to do not want to try and build an online activity like a matching game or multiple choice quizzes because there is no training available to them and they do not know where to start. To ask these same teachers to bring video games into their classrooms would be very hard. Becker & Jacobsen saw this trend as well, “lack of teacher professional development has also been cited as a barrier for implementation of video games in classroom curriculum” (Becker, 2007; Becker & Jacobsen, 2005). More training needs to be made available to teachers to take advantage of video game in the classroom.

Becker, K. (2007). Digital game-based learning once removed: teaching teachers. British Journal of Educational Technology, 38(3), 478–488.

Becker, K. & Jacobsen, D.M. (2005) “Games for learning: are schools ready for what’s to come?”’ In: Proceedings of DiGRA 2005 conference: Changing views worlds in play, 2005.

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Hey everyone, this is starting to look great! Did you know that if you click in the upper right hand corner,  you can change the colour of each post?  That might be another way to organize your thoughts.

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Outside Concerns When Using Video Games In The Classroom - Part 2

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Outside Concerns When Using Video Games In The Classroom - Part 2

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“Wider acceptance of video games as an instructional medium in the classroom is hampered by negative perceptions help by educators.” (Rice, 2007) This ties in with thoughts from the Watson case study. Those of us that want to include video games into our teaching are faced with the questions of other teachers, administrators, and parents as too the validity of using video games.

Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. Journal of Educational Multimedia and Hypermedia, 16(3), 249-261. Retrieved from https://search-proquest-com.qe2a-proxy.mun.ca/docview/205848074?accountid=12378.

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Did you know that you can connect different posts?  Perhaps some of the ideas are more related than others?  You may also post photos as part of your post. Be careful of posting too many videos as the Padlet may can only support 10 MG.  I am not trying to discourage videos but maybe one or two will suffice.

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Outside Concerns When Using Video Games In The Classroom

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Outside Concerns When Using Video Games In The Classroom

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When thinking about bringing games into the classroom one of the first reactions from the teacher must be “concerns about games being taken seriously by parents and administrators” (Watson, Mong & Harris, 2011). To put this in my context, I teach economics, I look at so many video games that could be used to demonstrate resource management and decision making, then I tie that into what economics is. For me there is always that concern or question, what will parents say, will administration see the value of this experience.

Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466–474. http://doi.org/10.1016/j.compedu.2010.09.007.