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Pokemon Go: The Key to Future Education



Pokemon Go: The Key to Future Education

Have you noticed the latest pop cultural craze? It involves a popular anime, a smart phone, geocaching, augmented reality, and more! You got it, Pokémon Go has taken the world (and Facebook) by storm. Would you like to know how this simple, yet innovative game is about to revolutionize the future of education?

Pokémon Go is HUGE! How huge? Let us take a look at some numbers, shall we?

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Early last week Pokémon Go surpassed Twitter and GoogleMaps, at close to 25 Million daily active users, topped only by SnapChat (SurveyMonkey).

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Pokémon Go is the number one downloaded app of all time, knocking Candy Crush from its throne, while commanding the first place spot above other hits like Draw Something and Clash Royale.

“Pokemon GO exists on an exalted and unique level of its own. It is not an app success — it is a cultural phenomenon on par with Star Wars” –  Tero Kuittinen from Boy Genius Report.

“What’s the big deal,” you may be wondering; “It’s just a kid’s app, sure to fade like all the others.”

The truth is, Pokémon Go introduced a viable Augmented Reality (AR) platform, therefore paving the way for other companies to mainstream the technology and incorporate AR into other aspects of our daily lives. Pokémon Go is not the first app that utilizes augmented reality; companies have been trying to find a place for the technology, but nothing has drawn the attention of users like this app. Pokémon Go will change many things, but the most exciting remain the way it will propel learning and exploration.

ProBano wrote in a recent blog summarizing Chris Smith’s research on how Pokémon Go can tailor learning to meet Gardner’s theory of Multiple Intelligences.

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(Categories: Bodily-Kinesthetic, Interpersonal, Verbal-Linguistic, Logical-Mathematical, Naturalistic, Intrapersonal, Visual-Spatial and Musical)

Here are the different intelligences Pokémon Go activates:

  1. Bodily-Kinesthetic: Enables learners to explore the world around them. They can then write about their experiences using apps like MapMyWalk, Shape Lab and Tag Journal.
  2. Interpersonal: Enables learners to Socially engage with people. Pokémon Go is especially beneficial because it can become the social tool for those who are on the autism spectrum.
  3. Verbal-Linguistic: Enables learners to become a Pokemon Professor: conduct new research about Pokemon related things, give you expert opinion about the characteristics including evolutions of different Pokemon, and provide tips and tricks to ‘Catch ’em All’.
  4. Logical-Mathematical: Use logical and mathematical skills to calculate the number of Pokemon required to facilitate an evolution or to have more powerful Pokemon for gym battles.
  5. Naturalistic: Enables learners to understand the habitats that Pokemon live in.
  6. Intrapersonal: Enables learners to experience a range of emotions like excitement, frustration, weariness (from walking all day), and contentment. Then they can use the ‘Zones of Regulation’ website to gradually learn to control these emotions to stay happy/calm.
  7. Visual-Spatial: Enables learners to get interesting shots of Pokemon adventures and learn interesting ways to photograph animals through strategic positioning and timing.
  8. Musical: Enables learners to experience how sound plays an important part in distinguishing the type of environment they are in and the type of living creatures that might be found there.

Think about what implications Augmented Reality and Virtual Reality hold for the future of the classroom. Instead of watching a film about the Roman Empire, you could walk through the City of Rome, and catch a local gladiator battle at the Coliseum. For some students, this could change difficult subjects like Geometry, Chemistry, and Physics into interactive workshops where shapes can be manipulated, chemicals could be mixed, and theories about momentum could be experienced, not simply taught. Pokémon Go will be the catalyst for these classroom applications and possibly much more.

There is a lot of research being poured into video games and their integration into a classroom setting. Most video games are built around learning processes already, guiding the users to activate critical thinking in order to solve problems before advancing to the next level, area, or skill set. There are some classes already utilizing certain aspects of video games to teach students key skills such as, team building, money management, etc. Therefore, it makes sense to look at the mediums of Augmented Reality and Virtual Reality and welcome their arrival into the classroom as they provide immersive, inspirational, and informational experiences.

Next time you spot a child chasing after a large, red, dragon-like creature, don’t shake your head in discontent, rather, think about how this simple app is the key to future education.

 

If you’d like to see the blog from Chris Smith (I encourage that you do), it is provided HERE.


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