In his article, Simmons seems to be reporting on gaming consoles used in homes for entertainment. However, as video games are becoming more accepted as an educational tool I began to contemplate on what the implications would be for classrooms if indeed gaming consoles became obsolete. Simmons explored some general issues including compatibility and speed, but there are still further issues that we as teachers need to consider.
One obstacle that came immediately to mind was that if the future of gaming lies online, government and school policy on internet access for students and teachers will need to change. Already teachers become frustrated when we and our students cannot access websites and applications online due to enforced blocks. As online gaming becomes more accepted as part of best practice and integrated into curriculum, availability of online resources will need to be less restrictive.
One positive aspect of total online gaming for learning is that it can contribute to home-school connections. For example, currently, for students to continue using games they play at school, it is often the case that they need to borrow the CD-ROM. Online gaming allows students to continue these studies at home or in libraries without restriction.
As with any new technology which becomes available in schools, training for teachers is essential to ensure that relevant and meaningful learning for students is taking place. Hardware-free gaming in schools may only be part of the future of learning but the more training and experience we receive with all forms of video games that are being used at present, the easier it will be to integrate new aspects into our classrooms. We should take opportunities to plan for the future of video game learning by building our confidence in what is available today.