Games Are Better Educators Than We Think 47
Thanks to the IGDA for their new Culture Clash column, which discusses how education can work through gaming, and suggests that "mainstream, top-shelf games - especially story-driven games" are already letting us "learn volumes from our game experiences." As an example, it's argued that "Any one of us who played through Morrowind could easily ace a quiz on Vvardenfell geography, religion, politics, flora, whatever", although there's one major snag to those wanting all their classes playable: "Corporations and schools interested in educating through games look at the price tag, project length, and lack of scalability in a Fallout or Morrowind and cringe."
yes.. (Score:3, Funny)
like, for example, after i've played nethack i've learnt that getting spanked by nurses can be fun, and that once my cat has killed enough babies it will take on the shopkeepers and i can keep their stash!
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And... (Score:1)
not that you should commit crimes (like some people are saying video games teach, which is bull#$*&)
Although, I don't think that the manager of my local Kroger is level 11...
sure... (Score:2, Interesting)
A bigger problem is when you try to argue with only some 'facts' you've obtained through gaming. Arguing with zoning committees over something you've only seen happen in Sim City isn't the smartest thing to do :)
Re:sure... (Score:4, Insightful)
I don't think the suggestion was to replace education with them. I think the point of this article is to say "your kids are not necessarily wasting time playing that thing."
I know that's true in my case. I wanted to know how games worked, so often I played them while making observations about how I'd accomplish that in programming. Also, I've paid careful attention to how a game lets you know what's happening. I'm a 3D artist now. My interest in programming has made me effective in using the scriping and expression features of my 3d app, and my attention to UI has gotten me a promotion at work. They have me test the software and suggest changes/additions to the UI to make it easier to use.
I don't know if other kids have gotten this from gaming or not (though I'm sure a lot of programmers today have, it's all about interest level) but I can say that if my parents were Dr. Lauara'esque in keeping me away from games, I'd probably still be in retail.
Re:sure... (Score:2)
Another point that needs to be made is that kids do not necessarily spend their time wisely when they take any formal education. As far as I know, all too often children (and adults) completely waste their time in schools where everyone just pretends to be learning. People are talking about complex (or basic) concepts, but nobody cares if they have any understanding whatsoever - and usually they don'
Great... (Score:2, Insightful)
I've been saying that for years... (Score:4, Insightful)
Games like Medieval Total War make excellent history lessons. I probably learned more about the 1300-1400s playing that game than I did in a history class where several weeks were devoted to that era... kinda scary (the classes were also very Euro-centric).
Re:I've been saying that for years... (Score:1, Redundant)
Daniel
Re:I've been saying that for years... (Score:1, Offtopic)
Perhaps you need an English lesson/program?
Re:I've been saying that for years... (Score:2, Offtopic)
Daniel
Re:I've been saying that for years... (Score:1)
Re:I've been saying that for years... (Score:1)
Re:I've been saying that for years... (Score:1)
Re:I've been saying that for years... (Score:1)
Re:I've been saying that for years... (Score:1)
Just a little bit
Educational Games (Score:2, Informative)
Re:Educational Games (Score:2, Insightful)
But it's going to be hard to make wandering around Europe that exciting. Especially because it'll be hard to justify giving the player magic or Force powers.
There is definatly a possibility for Age of Empires type games to succesfully teach history,
Re:Educational Games (Score:1)
So if you had say morrowwind, and used a real place, and all the background was real, then put the fanciful 'magic' and things in the foreground it could be damn fun and educational too. So real people in italy don't shoot fire from their eyes, but at the time period in question there were these X groups that thought X and did X.
What is the cost benefit? (Score:3, Insightful)
I think games can be a great transparent way of learning, but the absorption ratio is very low compared to the time you play. In order to get that transparency, the game has to be the focus over education, and in that case, it will always lose out to activities where learning is the primary task (and by this I don't mean it isn't fun, just that reading a history book can be both informative and entertaining, but simply prefers informing first, then entertaining.)
Outcast
About time. (Score:4, Insightful)
The typical approach of education through gaming works like this: "Let's make education fun! We'll make a game-like program, only instead of having an exciting game-like theme, it'll be educational! Kids will learn and have fun!"
The result: Edutainment. Be honest, given the choice between an edutainment title (any edutainment title) and a good non-educational game, which would you play?
The approach they should be using is this: "Kids are playing a lot of this game. What concepts does it convey, and how could those be applied to learning?" Almost everything is educational in some way, so all you really need to do is figure out how you're learning from the things you enjoy.
Resource management relates directly to economics. Tech/Research trees relate directly to the fundamentals of Sociology (which, when you understand them, make History easier to understand). Most any luck-based game has an observable level of probability and statistics. Lots of card games (Pokemon, Magic: The Gathering, MagiNation) have algebra in them. There's high-school level material in Monopoly, but any 10-year-old can play and understand it.
Someone really ought to take all the education checkpoints for K-12 (that's Kindergarten through High School in the US) and cross reference them to popular "non-educational" board, card, and video games. As an educational resource, that would be gold.
Isn't this obvious? (Score:3, Insightful)
I would be more alarmed by people that played 30+ hours of Morrowind and didn't know some of the games culture and geography.
Sid Meier's Pirates (Score:5, Interesting)
The teacher asked where I learned that, and I felt kind've embaressed. I couldn't really say a Nintendo game could I?
Anyway, the article begs one question: with so much history, why must we often make fictional battles and fictional plots in otherwise realistic games?
Re:Sid Meier's Pirates (Score:2)
Teachers are more into this stuff than some people think, too. Hey, if it makes kids more interested in learning, they're all for it. Problem is, most games br
Re:Sid Meier's Pirates (Score:3, Interesting)
Intending to try stoking some enthusiasm for real life space exploration in my children, I just got through reading Stephen Baxter's "Voyage" to my eight and nine year old children (they read well enough themselves but they would never have read this).
Anyway, despite this being a thoroughly adult story about an alternate NASA history, heavy with politics and technical detail about NASA procedures and technologies, the kids just loved it. Where the book assume
Learning what? (Score:1)
Besides that, if it is as long and tedious as Daggerfall was, even during my last wasted summer, I wouldn't have learned anything by playing it, as I usually got too annoyed with it to care.
Otherwise, I could really only imagine becoming familar with literature, philosophical concepts, or history trivia. It wouldn't really be conducive to learning sciences, mathematics, or any o
another major snag (Score:3, Insightful)
In general, all of the existing commercial video games have had the convenience of designing the material to be as fun and engaging as possible (you may point at historical games as a counterexample, but notice that historical games are only based on the interesting moments in history). Games designed for education would not have this convenience.
Interesting read, but... (Score:4, Interesting)
http://cms.mit.edu/games/education/ [mit.edu]
http://www.wired.com/news/games/0,2101,59855,00.h
Comment removed (Score:3, Funny)
Re:And what Quake players learned? (Score:2)
Re: (Score:2)
yeah (Score:2, Interesting)
Yes, you got it, it is NOT easy to educate. When you think about how much a person learns during 2 hours of one of these games or something, if you scale that to 12 years of school everyone should know the encyclopedia britannica by heart. But they don't, because in order for a person to remember something they have to know why to remember it,
Silly Example (Score:2)
I found that many of the techniques that I used in the game (when auto-aiming was off) to hit targets turned out to be successful ways to shoot in real life too. This w
The American Army is certainly aware of this (Score:4, Insightful)
http://www.americasarmy.com/ [americasarmy.com]
Schools have their own game development tools (Score:2, Interesting)
Schools already teach biology, physics, art, programming, etc. An extra class or club that embodies those ideas could make their own games. Funding and scalability issues are thrown out right there. Every year or two the club could produce a new game if they wanted and the price tag would be very minimal (no more than schools already pay for tech-related clubs *cough*).
To me, money and technical issues is not the problem. The problem is still an overbearing prejudice. When I went to high scho
Adventure games (Score:3, Interesting)
In a way, parser-based older adventure games were even better because you had to be able to type in the objects' names and also make no spelling mistakes. Maybe I should grab a non-english adventure game and try learning a new language.
These days most games are so basic story-wise that I imagine they couldn't work as language learning tools as well. Fortunately it seems we do still have RPGs and even some adventure games altough most are playing Counter Strike.
One more way that I've learned with games is by getting so interested about the subject that I would read the manual and even go to a library to borrow some books on the subject. This happened with Red Baron for example. It had a very informational manual and as a result, I know quite a bit about WW1 aviation now. Nowadays games are packed in DVD-style cases mostly and there is simply no room for all the stuff that always used to be a big plus in buying instead of copying.
Games are excellent teachers. (Score:2, Interesting)
I'm Norwegian. When I went to primary school, english courses started in the 4th grade. I sucked. Couldn't understand shit, and was among the few that really couldn't get a grasp on the language. Never was any good at human languages.
The summer between 6th and 7th grade I got my first PC. I had had various Consoles, and mostly "arcade-game"-computers before that, but now I had a PC. Think Monkey Island. Thin
Games???? Educational??? (Score:1)
GK (Score:2)
media in general (M*A*S*H) (Score:2)
Despite the fact that it is half hour comedy, I learned more about the Korean War through M*A*S*H than I did in school.
M*A*S*H didn't aim to teach about the war, but it did include facts and it did have episodes with meanings.
The goal of an educational video game should be to teach the intangibles or big concepts being just a fun game in between the facts. Heck, Railroad Tycoon taught me a lot about money.