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Video Games Assigned as Homework

joestump98 writes "I wish that my teacher had assigned video games as homework. Videogame makers are working on making educational games that are playable. The criteria for a good game, not surpising, kids say is an interesting storyline and unique characters."

14 of 158 comments (clear)

  1. Re:Where in the World is Carmen Sandiego... by cscx · · Score: 5, Funny

    You learned about copy protection. You had to buy that damn book (which incidentally came with the software) to find the fifth word on page 544. Grrr.

  2. First look: BAH! On closer inspection, however... by trims · · Score: 5, Insightful

    ...this actually looks like a very useful tool. Originally, I was going to write it off as another feel-good kowtowing of the modern world to kids' micro-second attention span, but the article actually makes it sound truly useful, especially the parts where they find it helps Mom and Dad who don't speak English as well as they would like.

    I'd even go so far as to say that it can replace a major chunk of "homework" for these kids. Even better, it seems to eat up time normally occupied by traditional video gameplay, which is basically useless (other than purely mindless entertainment). All-in-all, sounds like a good thing.

    My sole complaint here is this: the more we try to package learning as entertainment, the less we seem to emphasize that learning for its own sake is fun and interesting. And we also seem to be reinforcing the concept that it has to be FUN in order to be worth doing. Sadly, the world doesn't opperate this way, and I think we're doing a great disservice to kids if we get them thinking that learning has to be somehow immediately entertaining.

    I realize this is for younger kids, where we don't have this problem so much, but I want to make sure that at some point, we start reinforcing the notion that learning for knowledge (and problem solving) are their own rewards, and don't have to be wrapped up in some entertainment package to be worth doing.

    -Erik

    --
    There are always four sides to every story: your side, their side, the truth, and what really happened.
  3. A good game is WHAT? by BaShildy · · Score: 4, Insightful

    "Kids say the key to good software is a compelling story and interesting characters.."

    I thought the criteria for a good game was fun gameplay. Storyline and Character Development have their places in game making, but shouldn't be of primary concern unless the game is story-centric. A great storyline is not going to save a game if its not fun. A great game can still be fun with a craptastic or non-existent storyline (Tetris).

    If you want great graphics, watch a movie or animation. If you want a great story, read a book. If you want to have fun, play a game. Chris Crawford (Atari and GDC founder), one of the original game developers, discussed this several times with me. I now keep that in mind every time I consider adding a new feature to one of my games. I've never heard of players refusing to play a fun game because the story sucks; so who cares if my game worlds and characters aren't comprable to Fiction writers?

    1. Re:A good game is WHAT? by Em+Emalb · · Score: 3, Informative

      "f you want great graphics, watch a movie or animation. If you want a great story, read a book. If you want to have fun, play a game."

      Hmm, this is where we differ. Why can't you have all of these in a game? Final Fantasy (when it first came out) combined all of these, anbd there are others through the years that do as well. Games these days just seem to suck. Are all the original ideas gone? I'd like to think not, but then again, I'm just a cusumer :)

      --
      Sent from your iPad.
    2. Re:A good game is WHAT? by xenocide2 · · Score: 3, Insightful

      Heh, yes, Final Fantasy was a great game when it first came out. The plotline and writing were SUPERB, eh? About the only thing that stands out in my mind is the insulting fountains. "How dirty! You wash your face in the sparkling water." And great graphics? The introduction screen is a simple text printout! At best, a good story and plotline is orthogonal to a great game; that is, its irrelevant. What makes games fun is the combination of three things a) challenge b) rewards and c) punishment if any of the three are missing then the game fails to operate on its most basic appeal. A plot can work to tie these together but often it merely subverts itself to a single master, rewards.

      As far as original games go, the real problem is that consumers can be picky. Ico was a pretty good game but it wasn't a sales demon. If I took a standard game genre and turned the plot into a tree structure, you stand a good chance of alienating players. Even if its only a binary split, the number of events per play through is going to be hurt. Even a 4 level path takes up 15 levels worth of data. 15 levels/missions is a lot to make, but 4 isn't many to play. So while there's many possibilities, knowing which ones the unwashed masses will enjoy is difficult. Shiney brought many fresh ideas to the market but they lack the stability now they once had.

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      Open Source Sysadmin

  4. Homework Assignment. by DarkHelmet · · Score: 4, Interesting
    Yes, this *could* work.

    Problem 1:
    Load Quake3. Examine some of the textures along the walls. Point out whether or not maps in dm1 use:

    1. Texture Maps
    2. Detail Maps
    3. Bump Maps
    4. Specular Lighting.
    In the case of all four present, determine the formula for determining a pixel color with light magnitude .5 at angle 60 degrees to its normal, and 0 degrees along its x axis.

    Problem 2
    Load Warcraft 3. Notice the design of some of the landscape. What would be the most effective use of storage for generating map material (e.g the landscape). Exclude objects such as trees since they are objects within the level. Explain why in your reasoning.

    1. BSP
    2. Height map.
    3. Triangluar Mesh.
    4. Quad Mesh
    Some of the high hills in War3 look "boxy", meaning that there aren't enough polygons within the hill. We wish to implement a grid system that also stores a third point between grid points. This point in space will be the basis for creating Bezier curves.

    Write a program that takes a 100x100 array of height points, and a 100x100 grid of bezier height points, and write a program that creates a 200x200 array of height points. Remember to generate ALL height values.

    Part 2: Try tesselating further into a 400x400 array.

    Part 3: Render this into the API of your choice (OpenGL, Direct3d). Create a program that tesselates the grid runtime based on the distance to each key point on the grid. Derive your own reasonable equations to determine this.

    Extra Credit: You'll notice some "popping" as new vertices are generated. This is because as new vertices are created between height points, the old ones are shifted over. Write a routine based on the previous problem that forms new vertices along the old position, and then morphs to the new position.

    --
    /^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i
  5. Social Interaction by tedDancin · · Score: 3, Funny

    Back in my day, we didn't need any of this "realism" Sims crap. We had games like Leisure Suit Larry to teach us social interaction skills.

    Boy didn't it hurt when you tried out the ol' "Kiss" command on a random girl in the schoolyard (:

    --

    Ladies, form queue here -->
  6. Heh, reminds me of Oregon trail by Em+Emalb · · Score: 4, Interesting

    Cool. And my teacher(s) did assign games as school work. Oregon Trail was the main one. Got that one in US history class in like the 5th grade. (This was New Mexico, so take that for what it's worth. Not exacly the best trak record for edukashun in NM)

    The best thing about Oregon Trail from a teacher's viewpoint is it taught us basically without supervision, we learned to work as a team (had to double-up on the machines), taught us what it was like for them back then, and made me a deadly shot when we needed venison. :)

    Were they as good as the games people have today to play? Yes, IMO, because it was new and exciting, and all the ideas weren't already out there and repeated 50 times.

    --
    Sent from your iPad.
  7. Re:I happen to know a guy... by shumacher · · Score: 4, Funny

    Yes, and I know a doctor that learned his trade by playing Operation.

    Be afraid.

  8. Re:Sounds like my prof... by Anonymous Coward · · Score: 3, Funny

    Sure, UT2003 could be turned into a math game. Just have a quiz afterwards,

    1. If 1_0wn2_j00_5Ux0R frags you 5 times, and EatMyFrags frags you 3 times, how many times do you have to frag Noob to keep from being a total lamoid?

  9. Interesting storylines not needed. by wackybrit · · Score: 5, Insightful

    The criteria for a good game, not surpising, kids say is an interesting storyline and unique characters.

    What BS.. one of the most popular games at the moment is Dance Dance Revolution which has no storyline, and the characters are overdone anime types who are there for no reason at all.

    A lot of kids are getting fit from playing Dance Dance Revolution, and even a school in Los Angeles bought a DDR machine for Phys Ed class.

    Okay, it's not educational, but it's in a school, and the kids love it.

    Games do not necessarily need storylines (see almost any multiplayer game) to keep interest. They just need to be addictive. For example, Tetris, DDR, Tetrinet, SimCity.

    Talking of which.. anyone remember Sierra's 'Castle of Doctor Brain'? Great educational game, and I even played it a few months ago to bring back the memories!

  10. This reminds me of two things... by May+Kasahara · · Score: 3, Insightful
    1) Working as a TA in an elementary school where I had to test out some Reader Rabbit games and an "Adventures of Lolo"-style puzzle game for use in the classroom.

    2) Doing a science fair project back in middle school on video games and hand-eye coordination. The project won first place and went to county, where it won second place.

    I'm all for more gaming in the classroom, as games can teach basic skills like critical thinking and logic.

  11. GTA3? by NineNine · · Score: 3, Funny

    So does this mean that the inner city kids have to play GTA3 for "homework"? Possibly for their preparation for the real world classes?

    Economics 101:

    Now notice, that when you crack a brotha' in the head with a bat, he drops his money. Now, other people will rush up to see what's up to see what's goin' down, and then you can clock all of those suckas, too.

    Law 101:
    When you have to steal a cop car, keep in mind that the doors are all locked. So, try to open the passenger side. When the punk ass bitch gets out to try to git ya', he unlocks all of his doors! So then slide in the passenger side, and take off while that fool is still runnin' around to the other side of the car!

    Sociology 101:
    Be careful when you're in a gang controlled 'hood. Taking one connected guy's car id gonna make all of his brotha's try to gat yo ass.

    Foreign language:

    After you piss off the Italians, NEVER go back into their neighborhood. They be gunnin' for ya with sawed-offs that can take out ANY vehice.

    Driver's Ed:

    Do your best to get a tank. Nobody casn stop yo ass in a tank. Those motherfucka's be solid!

  12. Re:Sociology, folkdancing and now this by Ars-Fartsica · · Score: 3, Insightful
    Funny, some of those unbathed, ill-groomed troglodytes dropped out of college, started companies, wrote software, and took over the computer industry.

    No they didn't. Even if you are referring to dropouts like Bill Gates or David Filo, these guys were always smart. Smarter than the other people around them. They didn't get smart by playing WarCraft and trying to pass it off as a college course.