There is an ebb and flow in the attitudes and buzz around gaming in education. This week, with the release of Pokemon Go, I saw, once again, the power of gaming in action. Pokemon Go was released. Pokemon Go is an augmented reality game that allows users to interact with a Pokemon world overlaid on the real world.
My younger kids play it (10,12) of course delighting in the Pokemon they find as we drive around town. My 22-year-old son and 26-year-old nephew are also enjoying it. Reliving parts of their childhood they are interacting and discovering the hidden world around them.
Next to my house there is a park, now visiting the gazebo gives you Pokeballs and the sign is a Poke Gym. Traffic around the park has more than doubled with kids teens and adults stopping to explore the digital and the real.
My point is not to celebrate this particular game. My point is that gaming is something that appeals to the digital generation. This app makes participants move (you need 2K steps to hatch a Pomkemon egg). If done correctly it can generate learning, motivation and a sense of adventure. I can easily see a game app at a museum, sending users to find specific exhibits and discover ideas and histories. There can be a real reward but just as easily you can just have a leaderboard and levels that seem to motivate gamers. Imagine a city creating an app that provides points for each landmark, and cultural event.
Just imagine what we can do!