Accepting Games Into Education 26
Thanks to Ludology.org for pointing to a Chronicle Of Higher Education article discussing the emerging use of games as an academic subject and educational tool. Although there are sceptics, such as David Breneman from the University Of Virginia, who says: "Horsing around with these games might teach problem solving, but you don't learn anything about the world", it's suggested that educators could modify existing games: "An instructor who knows something about games or computers could customize The Sims or Civilization for a study of, say, Roman history", but that few game designers truly understand what makes a game educational: "People seem to think that anything you click on is a game... designers come out with products that have a shellac of quizzing on top of a game."
Gaming by definition.. (Score:3, Interesting)
Can you do all that and learn at the same time? Sure, but it won't be easy... one thing that comes to mind is the "Where in the World is Carmen Sandiago" series.. it was great, and you learn Geography at the same time..
But it will take some effort on the game designer's behalf.. and they really can't expect big payoffs (maybe.. but probably not..)
But computers are ubitquitious nowadays, so we'll see..
Re:Gaming by definition.. (Score:2)
But unfortunately, more group discounts tend to occur in the school settings.... so I think you tend to have more copies of the software out there at a lower price....
ChiefArcher
Games as University (Score:1)
We publish King Arthur Pendragon and Pendragon Online, games about the myth, history and literature of Arthurian Britain.
Pendragon Online is under development right now.
Consider it a High School to Post-Graduate level historical, literary or scientific research project, Internet drama school, or what have you.
We're drawing from Sir Thomas Malory's "Le Morte D'Arthur," the French "Vulgate
*stares off into the distance....* (Score:1)
So when are we going to see... (Score:4, Funny)
Re:So when are we going to see... (Score:1)
I could actually see this happening!
Educational Games (Score:1)
This is kind of old news... (Score:4, Informative)
Sim Marcus Aurelius (Score:3, Interesting)
The article mentioned something though that could be really cool and promote a better understanding of history, or culture, or what have you. A Sims Roman-Style game could let you play the part of an emperor, government official, gladiator, or peasant in the Roman world. From there, you could make the same types of decisions for your sim character based on historical data. And, of course, you aren't limited to just Roman history, any and all major cultures could be recreated. Sounds fascinating to me.
But, another poster did present one valid problem...you would have to convince the game company they could make money off this deal, or they wouldn't put the time and effort into it that it would really require in order to be fun and educational.
Games in school (Score:2, Interesting)
Anyone remember that?
You learned plenty about real-life and mathematics. You went grocery shopping, and would have to calculate the value of your order. You would have to figure out the amount of materials you needed for different construction projects. You could go to a fair and play games that involved math. It was fun and the only point to the game was to upgrade your method of transportation, I think it went: walking - bike - car - hot air balloon - jet - UFO. Something like that.
Then y
Real-life problem solving? (Score:3, Insightful)
While real-world applications of the material are a good thing, not everything can be reduced to "real-world problem solving." Some material is best taught in a drill setting, as old-fashioned as that may be. Games can help make memorization of facts (like those annoying times tables) fun. I still credit games like Math Blaster with helping me learn to do arithmetic quickly.
Re:Real-life problem solving? (Score:1)
Just think of RIGHT NOW as an RPG. Now you're not encumbered by a clunky interface, but the law is less to be trifled with.
The point is that in games, you have fewer options of actions to take, so you have to learn to think within the bounds of the abilities of the system/game. Translate these previously considered problem-solving exercises into real experiences, and you've got to be a better problem-solver. And not just in the sense of:
Oh no, shall I u
Speaking of Roman History... (Score:5, Interesting)
Go video games! =)
GORILLA! (Score:1)
Okay... maybe crazy, explosive-banana throwing gorillas don't exist in the real world.... yet.
Re:GORILLA! (Score:1)
Re:GORILLA! (Score:1)
Because of Gorilla.bas and snake.bas I wasted many of my childhood years trying to make games in QBasic... Ultimately futile of course. Basic was a crappy language for graphics and I was just a little kid, what did I know about programming toolkits and scanners? I tried to plot out my sprites on graphing paper.
The knowledge I did acquire though eventually lead to learning C so I could modify WWIV BBS systems, which I was moderately successful at. I wrote a bunch of cheesy mods that ended
Kids Need The Games (Score:1)
All I ever needed to know about history... (Score:4, Funny)
DecafJedi
Rocky's Boots Anyone? (Score:1)
One of the things I remember was a "secret room" that had an Alligator that would consume the various wires and gates . . .
Now that was a great game!
Edutainment design (Score:5, Insightful)
In the current edutainment area, there are two fields of game design. The first is a quiz and reward system. The student is presented with a quizing system and the actual game. The learning is supposed to come from the quiz. Depending on how well the student does, permission is given to play the game part for a little while, rewarding the player for doing well. It's a basic operant conditioning design. Learning here is very basic rote; trial and error learning.
The second common design is basic skills drilling. Number munchers, math blaster and that little spelling game where words marched down the castle wall and you had to type them before they got to you are all included in this area. Basically the game is timed drilling. The computer is used to encourage and engage the student, as well as to time them. Again the learning here is by trial and error. These sorts of games serve best as a reinforcement/recollection activity. If you know how to multiply numbers then they can help you instantly recall facts.
What I'd like to see more of these days is problem solving game design. This type merges the learning with the gameplay. It encourages experimentation, and extrapolation. Most REAL games operate in this manner these days; edutainment games should focus on making sure the lessons learned reflect reality accurately (or at least as best we know
games-to-teach project (Score:1)
Initial results were quite positive. We found statistically significant differences between groups learning through games and those doing inquiry-based units. We found that most importantly, kids could tell you things like what field lines are and what they're used for
Learning Via Gaming (Score:1)
The problem is that the designers ask themselves the question "How can we make learning this concept fun?" They should be asking "How can we teach something from this fun activity?"
I have a f
Lessons Learned From Unreal Tournament (Score:1)
* Don't go head on against a rocket launcher.
* Your handgun is no good against a flak cannon
* If you've got 20 health...don't be a hero.
* If you hear a redeemer coming, RUN AWAY
Now tell me how this is irrelevant "Real World" knowledge in an American public school system?
Legion (Beware!) (Score:2)
Mileage Warning: (Yours may differ) In my brief playing of it, it really sucked, despite the positive review I linked to above. To me, it looked like it overstressed the Civilization model to try to fit Roman history in ways that did were not conducive to good game design (ie, were not fun).
Exciting possiblities (Score:1)
The trick is in presenting the material the right way. I know it's quite doable for physics, history, geography, and related areas - adventure and strategy games make use of that stuff all the time. It's things like higher-level
cellular biology game (Score:2)
I could imagine a strategy game (real time or turn based) where you fend off viruses and maybe zoom around a 3-d view of your cell (as an action part?).
Anyhow, there is really a lot of background material to choose fr