In the last few years there has been a wealth of interest in games for learning. A growing body of research on the educational value of games underlines the ways the can engage students like no previous media. There are now conferences and journals dedicated to games and learning, the MacArthur foundation last year granted 50 million dollars to different groups to build educational games, articles in Nature and Science have explored the potential for games to simulated health emergencies and elicit scientific thinking. In short there is a lot of interest and excitement about the potential for games, many of these games are under-construction and many are ready for students and teachers to start playing.With all the interest and infrastructure that has been invested in games for learning there is no comprehensive spot for connecting teachers with the resources which have now cost foundations and universities hundreds of millions of dollars. Many of these games are rapidly built, tested, and promptly shelved, often never having been played by more than a handful of students. It is clear that there is a need to connect these games with teachers. Bringing this bleeding edge technology and learning theory to the finger tips of teachers around the world through a web community.
Aggregating these games is simply not enough. Teachers are overworked, underpaid and often stretched to the limit. This project’s success is contingent on making it as easy as possible for teachers to find high quality content related to their immediate needs in only a matter of minuets. By enabling teachers to search for games by time periods, historical keywords, educational standards and associated lesson ideas the tool would be built to make it as easy as possible for teachers to integrate high quality games and simulations into their daily plans.
As more teachers begin to use the tool it will have the potential to engage other audiences. Several communities have emerged in the last few years as places for independent game developers to share their games with the public. Once Playing History reaches a critical mass of teachers and potential classrooms to play these games it can become a spot for developers to try building games for the classroom with easy distribution across the world. This has the potential for building a community where these developers respond directly to the needs of practicing teachers improving the quality and quantity of games available for theses purposes.
Once this relationship is cemented it will become a rich resource for educational researchers. Through a separate interface researchers will be able to track which games are successful at what times in what parts of the world giving them further information to inform game design.
There is something tragic in the fact that so much money is being spent to develop so many amazing games and simulations, but those resources are often lost and kept out of the hands of the teachers who could put them directly into use. With a small investment in Playing History we can connect the research and development community with the teaching community and in so doing tremendously benefit both groups.