Archive for the '688' Category

Podcasts about Gaming

September 12th, 2008

There’s a lot of interesting podcasting and these five podcasts were the finalists for the 2008 Parsec Awards this year. If you’re interested in seeing what podcasting can do for learning, try learning about gaming from one of these.

Nominees for best Gaming Podcasts in the 2008 Parsec Awards

I’ve cross posted this for both my 685 and 688 sections because the gaming is of interest in 688 while the technology as a tool is important to 685’s discussion on “exotic tools” coming next week.

Game on!


Klondike - Rush for Gold

September 9th, 2008

I didn’t get too far down the rabbit hole but this is an interesting looking online game and I suspect there’s a fair amount of history buried here.

In the summer of 1897 two ocean going steamers landed on the west coast of the United States. One ship, The Excelsior, landed in San Francisco and three days later The Portland landed in Seattle. Down the gangplank of these two ships went a rag-tag group of men and women carrying sacks of gold. Some walked down the docks with $5,000 worth of gold while others had over $100,000 worth.
Klondike - Rush for Gold.

The answer to my big question will have to wait until I can play it. “Is it fun?”


She Blinded Me With Science

September 9th, 2008

A Wired article hit my ‘gator - this one has some pretty interesting implications for out evaluation of what’s “educational” about a game.

Games Without Frontiers: How Videogames Blind Us With Science.
But they were pretty good at figuring out how to defeat the bosses. One day she found out why. A group of them were building Excel spreadsheets into which they'd dump all the information they'd gathered about how each boss behaved: What potions affected it, what attacks it would use, with what damage, and when. Then they'd develop a mathematical model to explain how the boss worked — and to predict how to beat it.

Go read the whole thing. It’s amazing.


Gaming : MUDs

August 26th, 2008

I’m a sucker for MUD.

If you’re not up on the acronyms, MUD is a “Multi User Dungeon” or a “Multi User Domain.” It has its roots firmly in the old “Adventure in the Colossal Cave” .. one of the very first computer games in the genre (c. 1975). It’s a text based adventure game where words paint the scene and control the action. MUDs are the precursors to the whole MMORPG movement. They’re the Neanderthals of the multi-player world, but unlike Neaderthals, they’re far from extinct.

There’s a unit in this course where you’ll be playing in the MUD and we’ll talk more about it later, but I wanted to bring it up now because one of this week’s readings is Gredler’s “Games and Simulations and Their Relationships to Learning” wherein she lays out five criteria for “educational games.”

  1. Winning should be based on knowledge or skills, not random factors
  2. The game should address important content, not trivia.
  3. The dynamics of the game should be easy to understand and interesting for the players but not obstruct or distort learning.
  4. Students should not lose points for wrong answers.
  5. Games should not be zero sum exercises.

These factors go a long way to explaining why “educational games” suck. By sucking the “fun” and the “game” out of “educational games” the value of games as instructional tools is greatly reduced.

Winning based on skill and knowledge is ok, but without random factors, some of which might be “game ending” there’s no risk. No risk means no emotional investment. No emotional investment means the game means nothing to the player. There’s no incentive to keep playing.

Games should address important concepts. I’m not convinced that a useful game needs to present useful content. There’s an exercise we use in our teacher prep programs at UNCo that uses the game Oregon Trail as an example of anchored instruction to teach the use of basic computer tools — word processing, spreadsheets, and presentations. The students play the game and then use those tools to do specific tasks based on what happened in the game. The *game* — a simulation of a passage to Oregon — has nothing to do with how to make a header in a Word document, but has everything to do with providing grist for the instructional mill. It adds interest, and flavor to what would be another “how I spent my summer vacation” assignment otherwise. I believe that MUDs would be terrific for remedial reading. But that doesn’t mean that the MUD has to be an adventure about how to break down phonemes and construct meaning.

As for the dynamics of the game, I’m sorry but with the exception of a very few games I can think of (Othello, Chess) the “simple games” are the “stupid games.” They’re the games you teach people to get them used to *real* games. I understand that time constraints in classrooms make complex games problematic for instructional purposes. That’s a classroom problem and not a game problem.

Students should not lose points for wrong answers?? Why not? Shouldn’t that depend, maybe, on the game? Is your score on game is your grade for the class? Is there no “let’s play again” button? This is just silly. No risk, no reward. And *maybe* there’s a reason in the game for the student not to lose points but — really — if it’s an instructional game, we’re bound by some arbitrary PC ruleset?

The last qualification rules out every instance of jeopardy and quiz games. Spelling bees, not allowed. You can’t have zero sum — every student has to be able to win the game at the same time. I’m sorry. There are very few games that have this stipulation or function. It’s the nature of the game. While it’s possible for the student to play solitare — giving everybody the opportunity to ‘win’ their own game (or not) — the ability to play in a social environment is just so much more powerful that they seem to be natural for educational applications.

There’s some interesting ideas in this article, but I’m reading it with a very critical eye. It only takes one counter-example to derail a theoretical foundation, and this foundation is pretty shaky. I think there are plenty of games that can be used for educational purposes that are not, themselves, instructional.

Which brings me back to MUDs.

Just my opinion.


FlOw

August 21st, 2008

A couple years ago, Jenova Chen began working on some “different” kinds of games. One of those games is FlOw. It can be played online but needs a flash player. The game play is simple, the graphics are almost geometric, and the soundscape is almost mesmerizing.

There’s a link to Chen’s site at the bottom of the wikipedia entry. A fascinating place to visit.


Gaming and Education

August 19th, 2008

This has always fascinated me.

One of the big rationales I hear about school sports is that “it teaches the kids so many great lessons like teamwork, and discipline, and dedication.”

Yea, ok. And I’m not interested in buying that particular bridge. I’ve seen the real one in Brooklyn and I’m pretty sure it’s not for sale.

But if we REALLY believe that sports teach, then what about games? Chess? Sodoku? Crossword puzzles?

I’m not talking about the lame “educational crossword puzzles” here with the 25 vocabulary words floating in a sea of black. I’m talking real crossword puzzles with words like “alae” and “engender” … but we don’t use those. And there’s a reason.

Education gets in the way.

As a teacher you have a curriculum to cover. You need to teach the kids THOSE words. It’s not important that the kids learn MORE words, because as a teacher, you’re responsible for teaching a specific set. They’re the words they’ll be tested on. That’s what you’re supposed to teach. I understand.

But that’s also why most “educational games” suck.

Sports — if they can be said to teach lessons — teach big lessons. Kids don’t learn how to play basketball there. They have to KNOW basketball before they can get on the team. They learn teamwork, not traveling. They learn discipline, not dribbling. They learn lessons that aren’t spelled out in detail in a syllabus approved by a certified blue ribbon panel of educators. Kids learn these lessons through engagement, sweat, performance, and repetition. They see the people who have the teamwork, the discipline, and the dedication and they see what those lessons mean — how they get played out in real life. They’re relevant. They’re meaningful. To the kids.

They’re not isolated words, stripped of context, artificially constructed to be a “fun activity to achieve a meaningful educational end.”

Over the course of this semester, I’d like to explore some of these ideas:

  • Why educational games suck
  • How to get education out of the way so learning can happen
  • What is it about “fun games” that makes them fun
  • Would it be possible to use a “fun game” to teach a lesson when the game isn’t based on the content of that lesson