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Gaming Paved the Way for Virtual Reality

There are few things that I enjoyed more as a kid than playing video games, the pastime that many liked to call valueless. Slowly that perception has changed. When I was home-schooled, my parents introduced nontraditional methods of teaching. Educational video games were soon implemented in my curriculum. I recall the first time that I saw the Nintendo Virtual Boy in 1995. Who knew that this early attempt at virtual reality gaming would look a lot like the future of education, interaction, and learning? Great things are coming from the beginnings of humble video games.

It's clear that technology is changing the way we learn and connect. The first step was normalizing gaming in the classroom. Opening that door allowed the possibility of alternative technologies and methods. Arizona State University has implemented an innovative take on student coursework - environmental science games. The intention of these games is to force students to use their critical thinking skills in a series of real-world scenarios. There are no right or wrong answers in the game, but students and teachers receive performance summaries showing the potential consequences of their actions. The categories include environmental, economic, and social sustainability.

Game-based learning is becoming largely normalized. Immersing students in games and simulations can provide engrossing and personalized learning experiences unable to be obtained in any other way. These analog video games represented the first step. Virtual reality comes next.The applications of VR expand beyond what we traditionally consider 'gaming'. Any experience you can imagine is going virtual.

VR in the classroom makes a lot of sense. It provides a safe environment for students to learn and interact. No mistake is permanent and the feedback is immersive. Google is leading the initiative by providing low-cost Google Cardboard VR headsets alongside the field-trip sim software called Expeditions. Think of the technology as a planetarium in wearable form. It allows these students to be transported to a place normally inaccessible, such as the Italian city of Verona. Imagine using this tool to study architecture, archeology, or even astronomy. You're no longer limited by where you can physically travel. The software is offered free to teachers, and is included with the kit of of headsets. Teachers control the software via tablet and it allows them to control the so-called expedition. Nearly 100 VR field trips are currently available to teachers and students.

The applications stretch even further. Virtual reality enables researchers to examine human behavior in a controlled environment. Researchers use virtual reality technology as well. Some marketing researchers use virtual shopping 'games', wherein the consumer can browse a virtual store and their actions are monitored. Your decisions and habits are recorded and used as a benchmark for future tests.

Concepts of virtual locations are fascinating because they create the possibility of visiting locations that can't or don't exist in our lifetime. Imagine virtually visiting the Library of Alexandria. The original books are long gone, yet this virtual library could contain all of the digital books of the world and be accessible by anyone with a desire to learn. The educational and self-development possibilities are endless. Each of these pushes the boundaries of what may have traditionally been thought of as a 'game'.

Game based learning, especially when featuring virtual reality, is immersive. It has the power to depict complex topics in an intuitive format. Viewing a photo of the Statue of Liberty in a book is nice, but virtually touring it is a visceral experience second only to real life. 25 years from now I imagine we will look back at these early attempts at VR as the first steps toward something much greater.

David Kirby is a screenwriter, editor, and columnist. You can find more of his work at the Huffington Post.