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Teachers Using Computer Games in Class

conq writes "BusinessWeek has a piece on the ways in which games are gaining acceptance in the classroom. From the article: 'Teachers across the country are bringing certain games into their schools as a way to pique students' interest in everything from history and politics to physical fitness and music theory. Among the most popular are Firaxis Games Inc.'s Civilization games, Take2's Railroad Tycoon, and Dance Dance Revolution.'"

81 comments

  1. Stock Exchange by foundme · · Score: 4, Interesting

    One of our lecturers asked us to participate in a stock exchange game, and had the nerve to bet that we wouldn't do well.

    Sure enough we did well, mainly because we students as one big syndicate is simply too powerful in term of market manipulation, and the fact that one is more risk-taking with fake money. So I guess we did learn something out of it.

    --
    Please stop entering code 2,2,7,6,6,4
    1. Re:Stock Exchange by Anonymous Coward · · Score: 0

      Haha! You were educated, the tricks on you.

  2. Not New by warmgun · · Score: 4, Insightful

    How is the news? I recall playing Oregon Trail, Number Munchers, and Odell Lake around 15 years ago!

    1. Re:Not New by Dashcolon · · Score: 0

      indeed, i was playing commander keen in grade 3

      --
      Trout's epitaph: Life is no way to treat an animal.
    2. Re:Not New by jchenx · · Score: 2, Informative

      I believe the difference is that those games, I believe, we designed to be "edutainment" titles, and the games that TFA is referring to are mainstream titles (Civ III, DDR, and Railroad Tycoon).

      --
      -- jchenx
    3. Re:Not New by ucblockhead · · Score: 1

      Yeah, and I recall playing Lemonade Stand in 1982.

      --
      The cake is a pie
    4. Re:Not New by XxtraLarGe · · Score: 1
      I believe the difference is that those games, I believe, we designed to be "edutainment" titles, and the games that TFA is referring to are mainstream titles (Civ III, DDR, and Railroad Tycoon).

      If you use the Civilopedia, Civ can be very educational. Also, most of these games (except maybe DDR) require some degree of strategy & complex thought. Even DDR would be good for phys ed classes if you needed to motivate students, or maybe for kindergarten classes if you're trying to tire them out :-)

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    5. Re:Not New by Goalie_Ca · · Score: 1

      Oh, and don't forget the incredible machine!!!

      --

      ----
      Go canucks, habs, and sens!
    6. Re:Not New by GmAz · · Score: 1

      At the school I work for, one teacher had me (school tech) install several games onto his machine. He used them as 'rewards' for students who did well in the class. I thought it was stupid, but the principal seemed to like the idea and made me do it anyways.

      --
      Click Click Bloody Click PANCAKES!
    7. Re:Not New by TopShelf · · Score: 1

      Oh, yeah? I had a teacher who used to bring in his TRS-80 from home and we'd get to play games like Wumpus and Hammurabi in 1979...

      Actually, he had a great system back then. If you got top marks on a quiz or other assignment, you got a stamp. On days he brought the computer in, you could exchange 3 stamps for 5 minutes of computer time.

      --
      Stop by my site where I write about ERP systems & more
    8. Re:Not New by Lynxara · · Score: 1

      DDR in its current form is far too difficult for children that young. I could see a market for a DDR-knockoff tailored to the needs of very young players working out well, though....

    9. Re: Not New by fatcat1111 · · Score: 1

      Educational software circa 1985:

      You have died
      --little wagon--
      of dysentery.

      Educational software circa 2005:

      The villagers have given you the secret of a new Technology!

      --
      How Politicians Lie: http://www.factcheck.org/
  3. Poppycock by voice_of_all_reason · · Score: 1

    They'd learn a great deal more -- about censorship, lobbying, and how crazy adults really are -- if the teach let 'em play San Andreas instead...

  4. When I was 11 by Anonymous Coward · · Score: 0

    When I was 11 and in 3rd grade, we had a black & white apple in our classroom. It was used for playing an educational game in which students solve math problems to get bombs and bullets for their fighter jet, which was then used to play some monochome precursor to Commanche. The irony was beautiful. God I wish I knew what that game was called. Anyone know?

    1. Re:When I was 11 by MyLongNickName · · Score: 1

      "Operation Iraqi Freedom" by Halliburton Press.

      Damn, I need to learn how to post anonymously

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    2. Re:When I was 11 by Anonymous Coward · · Score: 0

      erm... did you fail several times?

      11 in 3rd grade? Don't you mean like 5th or 6th grade?... I was 7 in 3rd grade...

      just thought I'd ask...

    3. Re:When I was 11 by Anonymous Coward · · Score: 0

      I remember I similar sounding game that was like 6th or 7th in a series when I was younger that was called Math Blaster

  5. At what level does abstraction fail to entertain? by Quirk · · Score: 1
    By way of example, if the object of a game was to teach Euclidean geometry, at what level of abstraction would such a game fail to entertain? If the 'game' was comprised of merely shapes allowing for extrapolation to Euclidean principles then I doubt the 'game' would hold a players interest. If the game were akin to something like Quake with the concepts of Euclidean geometry tied directly into winning strategy then players might learn to quickly implement the principles and deduce tactics.

    Sound might be transcribed into music theory. Do the storyline, sound and imagery have to be heroic and embedded in the players mythos before the game is entertaining and entrains the player?

    --
    "Academicians are more likely to share each other's toothbrush than each other's nomenclature."
    Cohen
  6. Lazy teaching! by Max+Threshold · · Score: 3, Interesting

    Sounds like lazy teaching to me. I don't know about everybody else, but the one day a week I got to spend half an hour playing Oregon Trail never piqued my interest in anything except slacking off.

    1. Re:Lazy teaching! by trazom28 · · Score: 2, Insightful

      Maybe you learned something and didn't realize it.. ala passive learning. Yeah, you had fun playing Oregon Trail.. but didn't know you were learning planning, strategy, money management..

      --
      {} ------ When I think of a good sig, I'll put it here
    2. Re:Lazy teaching! by CastrTroy · · Score: 1

      Yeah, I remember computer time in school mostly being time for the teacher to either do nothing, or catch up on marking assignments. Most of the students sat around and talked, and didn't even bother playing the game. Those that did play were the ones who would have been doing the work regardless of whether or not it was a computer game. I think that teachers should just stick with the tried and true methods of teaching, and stop trying to push technology into the classroom where it isn't needed.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re:Lazy teaching! by nelsonal · · Score: 1

      Even without huge numbers of computers in the classroom it is easiest to learn about markets and politics through simulations rather than lectures. Almost every intro to finance class has a here's why markets work example that involves the students splitting onto teams and trading.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    4. Re:Lazy teaching! by CastrTroy · · Score: 1

      But why do you need a computer game to do this. If you do the trading yourselves, you learn more of what actually goes on behind the scenes than if you buy some stuff on a computer screen and watch it go up and down.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    5. Re:Lazy teaching! by Fallingcow · · Score: 2, Insightful

      Speak for yourself, my experience with the Total War series (specifically Rome and Medieval) just saved my ass on the geography portion of a French civ. test. Well, that and my knowledge of the two world wars ;)

      A game called Shadow President (plus good ol' board games like Risk) taught me tons about politics, war, geography, and history. I played that thing for hours.

      Darklands, a game that I used to play and that I recently re-discovered (mmm, DosBox emulation) has tons to teach the player about life and beliefs in medieval Germany (Holy Roman Empire).

      Some of these things I could probably never have learned quite as well in a regular classroom, nor so quickly.

      And don't forget SimCity 2000 (or original Sim City or even one of the newer ones, if that's your thing). Budgeting, management of resources, planning skills. A hell of a learning tool for first-third graders.

      Granted, most of these I never played in school. Number Munchers and Oregon Trail was about it. But, used properly, games can kick ass at teaching all kinds of things.

    6. Re:Lazy teaching! by smbarbour · · Score: 1

      FYI, there was a sequel to Shadow President called Cyber Judas. If I remember correctly, it was a pretty decent game as well.

    7. Re:Lazy teaching! by swimin · · Score: 1

      I read my first words in SimCity 2000.

    8. Re:Lazy teaching! by Max+Threshold · · Score: 3, Insightful

      So in other words, you learned shallow and fictionalized versions of the above. Well, good. At least you're in good company.

    9. Re:Lazy teaching! by nelsonal · · Score: 1

      Trading sure, those are most interesting live (that's why traders are so hesitant to give up open outcry trading). But you cannot simulate say bank/interest rate risk managment without a computer model. The stanford bank game (don't let the game fool you it's not something most people would sit down for a few rounds of) is an example of a pretty accurate model of a specialized type of business, yeah some numbers go up and down, but it's multiplayer and competitive even if some of the numbers are semi-random.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    10. Re:Lazy teaching! by Anonymous Coward · · Score: 0

      "shallow and fictionalized " are about all elementary school age kids should be expected to learn.

      No one is saying games shuld be the sole source if information. But if they spark an interest in things that kids wouldn't normally be interested in, that's all to the good.

    11. Re:Lazy teaching! by Max+Threshold · · Score: 1
      "shallow and fictionalized " are about all elementary school age kids should be expected to learn.

      What. The. Fuck. You actually believe that? Kids are a lot smarter than most people give them credit for. They're better off being exposed to complex ideas from the start, even if they don't fully grasp them right away, than to be fed a bunch of dumbed-down, half-assed over-simplifications that they have to forget before they can gain a deeper understanding of anything. Your kind of thinking is the product of second- and third-generation stupidity. No wonder this country is going to hell.

    12. Re:Lazy teaching! by Fallingcow · · Score: 1

      So in other words, you learned shallow and fictionalized versions of the above. Well, good. At least you're in good company.

      Hah!

      Obviously, games aren't the only things one should get one's information from.

      However, screwing around in good ol' Encarta '95 and a playing a few games that just happened to teach some stuff, too, allowed me to ace every history/social studies/geography test I had throughout grade school. I knew most of the material before the teachers got to it. I also read a lot about those sorts of things, but the games were certainly a big help.

      You've obviously not played many of the games I mentioned if you think that everything in them is so horribly fictionalized and shallow. Shadow President was basically the CIA World Fact Book with an interactive world map and the ability to perform actions as the US, affecting the world in fairly realistic ways as one did so.

      Realism and historical mods for Rome:TW and Medieval:TW can practically turn them in to really fun interactive text books, and playing through a historical battle can bring those crappy battlefield maps in books to life. Both of these games give pop-ups to indicate the years when significant religious, scientific, and philosophical events actually occured. Playing as a faction from that time and working one's way across the map is a nice way to learn the historical geography of Europe, or playing a mod that puts one in the role of Julius Caeser or Pompeii Magnus can give one a very good feel for what the strategic situation was like for them both.

      Now, when I'm reading Plutarch (you're familiar with him, yes? sorry, he's probably too "shallow" for you to sully yourself by reading his trash, right?) and I see some reference to a city that's either a) no longer very big (relative to other modern cities), so not well known, or b) has changed its name or disappeared entirely, I usually know what he's talking about. Sure, I could have studied a map, but it was more fun to learn it through the games. I didn't even mean to learn from these games; I was trying to have fun. The learning just kind of happened, without my having to force myself to memorize crap. And that's OK.

  7. Old news to me...at least 10 years old. by nevergleam · · Score: 1

    Where I went to elementary school in California, we had a GATE (gifted and talented education) program which was used to ensure any kid with decent grades from becoming disinterested and totally clocking out of school (which I guess was considered a rational fear at the time). The three activities I remember us doing the most in our one hour of separation from other students were working on logic puzzles, playing Oregon Trail, and playing Sim City. Those were wonderful days.

    While I don't imagine I'll be trekking westward anytime soon, I do have bouts of wanderlust. I also like to solve problems, and I'm a few years off from being a licensed civil engineer. Imagine, computer games in school may have had an influence on who I have become!

    1. Re:Old news to me...at least 10 years old. by pilkul · · Score: 4, Interesting
      kid with decent grades from becoming disinterested and totally clocking out of school (which I guess was considered a rational fear at the time)

      You laugh, but this is actually a serious problem. This study estimates that 25% of American gifted and talented students drop out of high school. Our lowest-common-denominator school system ensures that people with much more potential become demotivated and waste their chances.

    2. Re:Old news to me...at least 10 years old. by lorelorn · · Score: 1
      we had a GATE (gifted and talented education) program which was used to ensure any kid with decent grades from becoming disinterested and totally clocking out of school (which I guess was considered a rational fear at the time

      I note that the "gifted" program at your school was designed to take students who had advanced beyond the level of work the teacher wanted the class to be doing. It removed potentially bored (and therefore disruptive) students from the class to make life easier for the teachers. What did you get? Well, they stuck you all in a room (presumably the seldom-used computer lab) to play games until the bell rang.

      Essentially they had you marking time while the rest of your peers tried to catch up. Nice education.

    3. Re:Old news to me...at least 10 years old. by Sigma+7 · · Score: 1
      Where I went to elementary school in California, we had a GATE (gifted and talented education) program which was used to ensure any kid with decent grades from becoming disinterested and totally clocking out of school (which I guess was considered a rational fear at the time).


      It is a rational fear, period (and may be overrated as well.) Gifted students are "ahead" enough of the pack that basic high-school education is merely educating what they've already learned - and in some cases, is counterproductive (e.g. Negative numbers do not exist before Grade 8.)

      In addition, gifted students with learning disabilities are worse off - they learn how to fake their way through high-school through any means necessary (e.g. tactically miss artistic or technical assignments to perform things that they can do.)

      Of course, the gifted program for schools isn't really effective anyway. As you mentioned, it is only a rigid one-hour removal where gifted students are given logic problems and stuff. It does nothing as those students still have to go through the rigid curriculum, and still have to wait until Grade whatever to learn the most advanced of topics with an associated textbook (library stuff and overshooting the child's capacity doesn't count - you need reference materials at the level of the child that can be used without the distractions of a substandard course).

      FYI, I participated in an extra-curricular gifted program when I was young - both as a student and a volunteer. Because of this, I read a lot of literature about gifted students and how they are square pegs being rammed into a round hole by the school board - just like some inexperienced toddlers try putting square pegs in a round hole.
  8. MMORPG as teaching tool by diagonti · · Score: 2, Interesting

    One of my housemates is doing graduate work in education. We've spent a while theorizing how to use a MMORPG with a working player driven economy (like Puzzle Pirates / http://www.puzzlepirates.com/ ) as a teaching aid. We are pretty certain that with the right sort of guidance, a MMORPG could be the ultimate teaching tool for group interactions (like economics). We came to this conclusion after he saw me giving officer training to a new officer in which I was sitting and explaining economic theory so that the new officer could be more successful in trading.

    Having taken a couple college classes dealing with marketing and economics, I can tell you the simulations don't compare to actually playing against real people. The simulations are good, but people are better. And the MMORPG give a large base of willing people to learn from.

    1. Re:MMORPG as teaching tool by TykeClone · · Score: 1
      If you could write an AI that would do a good job of model real markets, would you waste you time releasing it as part of a game, or would you go after the big bucks and sell it on Wall Street or in Chicago?

      I agree that playing a market game against other people (where everyone is trying to do well) is a good way to teach about markets and how they really work.

      --
      A fine is a tax you pay for doing wrong and a tax is a fine you pay for doing all right.
    2. Re:MMORPG as teaching tool by kevin.fowler · · Score: 1

      Selling a merch brig on Midnight ocean. 2k under market value.

      On a serious note, do you like/dislike the new treasure drop format?

      --
      Bury me in mashed potatoes.
  9. Re:At what level does abstraction fail to entertai by Jerf · · Score: 1

    Do the storyline, sound and imagery have to be heroic and embedded in the players mythos before the game is entertaining and entrains the player?

    I don't know. Do you consider "Firaxis Games Inc.'s Civilization games, Take2's Railroad Tycoon, and Dance Dance Revolution" to have heroic sound and imagery, embedded in the "player's mythos"? I'm not entirely certain what you mean by that last one (multiple ideas come to mind)... but I'm pretty sure the answer is no.

    Your first paragraph was somewhat interesting, but I think you excessively narrow down the definition of "game" when you assume that all games match that description.

  10. Music theory game by atrader42 · · Score: 1

    I can't find the website for it right now, but at the University of Southern California, one lab has created a driving game where the speed of your driving and other variables control the volume, speed, and other properties of the music you're "playing." The track you drive on is created such that, for instance, turns appear where the music should slow down. It's a way to give performers a sense of which passages could be performed in a certain way.

  11. Good Times by slashbob22 · · Score: 1

    I remember convincing my grade school administration to buy and use "Colonization" and "Civilization I" as teaching applications. Then I sat down with my Grade 7 teacher and proceeded to play the game. Of course, this was back when the school's new allotment of 386's were the top of the line.

    --
    Proof by very large bribes. QED.
  12. Any tips on HOW to get games into schools? by cliffski · · Score: 1

    I've had SOME success in getting my game:
    http://www.democracygame.com/
    used in some politics courses, but it's been very hard work, despite the fact that the teachers and students who sue it think its a great learning tool.
    Theres no simple way to promote a product like a video game for use in schools accross the US, or if there is, I can't find it. I'm sure the likes of EA or Microsoft can get the attention of federal educators, but anyone know how the little guy gets his foot in the door?

    --
    DRM-free indie games for the PC and Mac: Positech Games
    1. Re:Any tips on HOW to get games into schools? by Anonymous Coward · · Score: 0

      You can't teach democracy in schools. What is this, America?

    2. Re:Any tips on HOW to get games into schools? by abramovs · · Score: 1

      You go through educational organization such as mine: http://cte.jhu.edu/

      I am actually working on a Federal Grant on using games in the classroom. Most of my focus is on Math and Reading but as a former government teacher I can tell you I played your game and found it good. There are two major hurdles you will find in getting a game into an American classroom.

      1. Price
      2. Educational Standards

      The first is a very complicated topic that isn't worth going into on Slashdot. The second is an issue I can explain briefly. Our school districts all have government standards as to what they need to teach. A game is a viable option in the classroom only if it helps students meet some of these standards. I would say that Democracy certainly does qualify but that qualification needs to be documented in order for a teacher, school, or district to even consider usage. I would be happy to explain in far more detail if you or anyone else would wish. Feel free to contact me at my work email address which you can find on our website (I won't post it here for fear of being spammed).

      -Sam Abramovich
      Project Manager for Emerging Technologies
      Center for Technology in Education
      Johns Hopkins University

    3. Re:Any tips on HOW to get games into schools? by Anonymous Coward · · Score: 0

      Yay Cliffski!

    4. Re:Any tips on HOW to get games into schools? by Anonymous Coward · · Score: 0

      Produce a Mac version, as every school I've ever worked at, attended, or even visited has had mostly (if not all) Macs.

    5. Re:Any tips on HOW to get games into schools? by cliffski · · Score: 1

      Yup, this is already in development (outsourced, as I have no mac experience)

      --
      DRM-free indie games for the PC and Mac: Positech Games
  13. So how does this work comparted to other stories by SmallFurryCreature · · Score: 1
    I seem to remember some stories that having more computers in the classroom decreases the amount of learning being done. I can't help but wonder why it is that my generation that still had to 'learn' things the way our grandfathers did score better then current generations who learn things through fun. Except that tests show they do not actually learn as much as we did.

    We all heard the joke about current education that is more worried about how the kid feels then about getting proper answers. "What is 2+2 timmy?" "5" "that is okay, if that is what makes you feel good about yourselve".

    Sadly considering current education results it seems not to be a joke.

    Or put another way, if you manage to 'learn' something from Civ 1-4 or Railroad Tycoon then your education must have truly sucked. Don't get me wrong. I LOVE those games. I played them more then is healthy but to consider them educational? No.

    Anyway should education be fun? If so for how long? I seen kids fresh from school who were totally incapable of dealing with real life. No you can't just take a sickday. No you can't skip a meeting like you skip a class. No your dog ate your project is NOT a valid excuse. Installing X on the company network so you can chill out is not acceptable. Hacking the school network gets you expelled, hacking your company network lands you in jail.

    Perhaps I am just old. Now get of my lawn!

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  14. Games too long for use in school by kabocox · · Score: 1

    I'm not against refined versions of these games making into schools. But come one Civ? It would take days explaining and doing the basics of it before you got into the game. To truely get some of it, you'd need to play the game 4-5 times as several different POVs. If they could get versions of Civ, SimCity, SimEarth, and maybe Sims combined with HomeEcon designed to be played in 10-15 mins. Then I could see it. But these games are designed for one person to spend hours on to weeks on. I'd agree that there are alot of things that an entire class could study within each game, but then we'd have to ask are the models any where near good enough? I'd think they are for playing games, and learning the basics of early global civs, but using Civ as a history teaching tool? Nah.

    Actually, I'd like a chemistry game where you have to figure the ingredients and the proper way of mixing/heating/ pressurizing them to make things. And you could see long chains of the molecules combine and what not.

    I guess some one needs to make a fun little game that is all about basic electrical, magentic, light, and newton physics. Or some applied math game. I don't see anyone having fun at min/max problems, and collision intercept problems, but hey why not some one try to make it fun?

    1. Re:Games too long for use in school by drinkypoo · · Score: 1
      I think mostly you'd use the editor and set up scenarios ahead of time depicting real-world events. Of course, civ isn't sufficiently detailed to provide a very good simulation (you can build wooden ships even if you don't have any forests) but for illustrating certain principles it could be very useful.

      Incidentally, I started playing civ when I was 14 or so, and it only took me a few games before I could beat the computer on easy, without reading any documentation, and without even watching a complete game.

      Also, Civ (or similar) on a small map doesn't last hours.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  15. Oh..... by adminsr · · Score: 1

    ...you mean with the students.

    Silly me, I thought this was about the teachers playing tetris while the kids are doing worksheets.

  16. Re:At what level does abstraction fail to entertai by lukewarmfusion · · Score: 1

    The goal of an educational game isn't necessarily the same as traditional, commercial games. For instance, many game publishers strive for long-term playability, others for re-playability, and finally others for spin-off generation. An educational game doesn't need to hold the player's interest for 90+ hours to be useful - some concepts you could learn in just a few hours of playing.

    I "played" a Japanese kanji game in high school that taught you recognition skills. You'd play for 15 minutes and your brain felt fried, but the result was that I became quite good at picking out kanji based on their individual characteristics (radicals, for anyone familiar with kanji).

    We've seen studies where kids who play video games have increased motor skills, analytical thinking, etc. What if that were the goal of the game, and it was just worked into the gameplay?

    There are studies being done to evaluate treatments for ADD/ADHD that use video games. They're like mental puzzles, but they've been shown to be very effective so far. You play the game for less than an hour a day and do it for about 25 sessions. It's not teaching skills or intended for long-term entertainment - it's simply working out a part of the brain that ADD/ADHD deals with the things patients struggle with. Like working out a normal muscle, the end result of this constant flexing is an improvement.

  17. Re:So how does this work comparted to other storie by Xiroth · · Score: 1
    Or put another way, if you manage to 'learn' something from Civ 1-4 or Railroad Tycoon then your education must have truly sucked.

    The idea is that these games are being used with kids who are still undergoing their education. I know that when I was 7 or 8 and playing the original Civilization, I was definitely hearing for the first time about the ancient 'Wonders' of the world.

  18. Minefield doesn't begin to cover it by Fried-Psitalon · · Score: 1
    Speaking AS a school teacher and computer game design contractor, saying that using games in a classroom is a minefield of an activity doesn't begin to cover the extent of the problem. Pros and cons? Got a month? Here's a few:

    Pros

    Engage students who are not responsive to "lecture and discuss" format (kinesthetic learners, especially, or children who have traditionally grown up on electronic media)...

    Alternative to traditional assessment methods - fresh approaches promote more vigorous response...

    Technology in the classroom is "hip" with kids...

    Learning is "fun" for most in this format...

    Generally lower stress level for students and teachers both...

    Students often learn skills without realizing they have done so; Oregon Trail being famous for this. Students who thought they were just screwing around and wasting time on Oregon Trail were - quite unawares - learning how to ration money, weigh risk factors, etc...

    Sounds good, eh? Yeah, well. Check out the "Con" list:

    Cons

    Computer-to-student ratio must be VERY low in order for game-based learning to be a viable choice (MONEY!)...

    Any game new enough to be interesting and "cool" to most students is also likely to be graphically intense, demanding relatively up to date machines - not a school system's strong suit, traditionally....

    Few game companies/publishers are willing to give up product for free/cheap (sadly, I have personal experience here) even for publicity....

    A great deal of misinformation/uninformed opinions about game effectiveness (primarily by those who do not know the concrete, day-to-day realities of current classroom instruction) make principals/teachers fear taking "the risk" involved....

    Not many games are specifically designed for education - even Civ only acknowledges this as a byproduct - making game adoption difficult to defend....

    I could go on all day. The problem primarily lies in cost, and justifying the curriculum in the face of a public which is largely uninformed about what makes education go since they have left, but still feels as though they should scream heartily about it and demand results. (This is rather akin to screaming "MAKE THE AIRPLANE NOT CRASH" and giving useless suggestions as to how to do it.)

    Do games work for education? Absolutely - many Slashdotters are proof, and I see it in my classroom every year. Will they work as a large-scale adoption technique for schools across the nation? Never... that is, until a large-scale societal shift happens in viewpoints about how much money should be spent on education, and how much freedom teachers should be given to use it.

    --
    The ability to communicate well does not directly correspond to the ability to communicate intelligently.
    1. Re:Minefield doesn't begin to cover it by abramovs · · Score: 1

      "Will they work as a large-scale adoption technique for schools across the nation? Never... that is, until a large-scale societal shift happens in viewpoints about how much money should be spent on education, and how much freedom teachers should be given to use it."

      Which is the goal of an organization such as mine http://cte.jhu.edu/.

      The main grant that I am working on is the effective use of games in the classroom. As you said in your post, the potential is there. As technology and teachers who grew up playing games become more ubiquitous in the classroom then the possibility or necessity of using games is that much closer.

    2. Re:Minefield doesn't begin to cover it by tepples · · Score: 1

      Few game companies/publishers are willing to give up product for free/cheap (sadly, I have personal experience here) even for publicity

      The free software community would be glad to help.

    3. Re:Minefield doesn't begin to cover it by Fried-Psitalon · · Score: 1

      I'm sure. Now all the free software community needs to do is design a game with the kind of educational support and entertainment interest of Civilization 4, and we're all set.

      --
      The ability to communicate well does not directly correspond to the ability to communicate intelligently.
    4. Re:Minefield doesn't begin to cover it by tepples · · Score: 1

      Now all the free software community needs to do is design a game with the kind of educational support and entertainment interest of Civilization 4, and we're all set.

      Start with freeciv and wikipedia and it'll be a lot easier.

  19. Oregon Trail, anyone? by ToastyKen · · Score: 1

    This is hardly a new phenomenon. Although, I discovered that the easiest way to beat Oregon Trail was to start off with no food, starve out the rest of your party so you're the only one left, then buy some food at the next stop, and it's smooth sailing from there!

    I'm not sure what lesson that taught me. :P

  20. Total War by phlegmofdiscontent · · Score: 1

    I know from my own experience, playing games in the Total War series have piqued my interest in history and ancient combat. Of course, knowledge of hoplites and chariot archers is pertinent to the modern age. Another good history game is Europa Universalis (and its successor, EU2). Granted, these games are probably too high on the learning curve, so I'd opt for the old standbys of Civilization and SimCity (and SimEarth and SimAnt and the other Sim* games).

  21. NationStates by violet16 · · Score: 1

    I know several teachers who use NationStates in class. Funnily enough I'm also aware of many schools who ban us outright.

    We got so many enquiries from teachers that we made a special page for them.

  22. Old Widgets to me...at least 10 years old. by Anonymous Coward · · Score: 0

    Guess no one remembers Widget Workshop by Maxis.

  23. Woot... Mario has done it all by technoextreme · · Score: 1

    Not many people know this but Mario secretly doubled as a teacher for a short while. http://www.nesretro.com/mariohistory/images/MarioT eachesTyping.jpg Also, this is a real game that was for the PC for those who can't believe it.

    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
  24. Mine-field doesn't begin to cover it by Anonymous Coward · · Score: 0

    "Any game new enough to be interesting and "cool" to most students is also likely to be graphically intense, demanding relatively up to date machines - not a school system's strong suit, traditionally...."

    Consoles forte.

    "Few game companies/publishers are willing to give up product for free/cheap (sadly, I have personal experience here) even for publicity..."

    OSS created content.

    "A great deal of misinformation/uninformed opinions about game effectiveness (primarily by those who do not know the concrete, day-to-day realities of current classroom instruction) make principals/teachers fear taking "the risk" involved...."

    They're just tools. Nothing more.

    "Do games work for education? Absolutely - many Slashdotters are proof, and I see it in my classroom every year. Will they work as a large-scale adoption technique for schools across the nation? Never... that is, until a large-scale societal shift happens in viewpoints about how much money should be spent on education, and how much freedom teachers should be given to use it."

    We (America) already spend more than most countries.

  25. Europa Universalis 2 by lorelorn · · Score: 1
    Europa Universalis 2 would be my pick for worthwhile classroom use. Many of the playable countries have an extensive set of "historical events" which are accurate for that country, and allow the player to make choices, but also say what, historically, actually happened and the result.

    Since the game covers the world 1419-1815 there is a lot of stuff going on, and plenty of learning opportunities. Also, along with actual lessons on world history, it lets students see that history is not an inevitable monolith, but could have turned out different if only.... those discussions make for interesting history classes.

  26. Tet-what? by tepples · · Score: 1

    If the 'game' was comprised of merely shapes allowing for extrapolation to Euclidean principles then I doubt the 'game' would hold a players interest.

    Now if the shapes have 4 squares to them, and the object is to get 10 squares in a row...

  27. Lockout chip business model by tepples · · Score: 1

    Consoles forte ... OSS created content.

    Unfortunately, because of the lockout chip business model associated with all video game consoles sold at Wal-Mart stores in the United States, never the twain shall meet (legitimately).

  28. Does Anyone Remember This One? by lorelorn · · Score: 1
    I played a game at school called (I think) Kingdom. It was on the BBC Micro.

    The game was quite simple, in that you had a certain number of villagers. Each year, you had to set a certain number to work the fields, some to mind the dam, and some to guard. Then you clicked enter to see what happened.

    If you didn't have enough field workers, there would be starvation, if not enough were set as guards, then there would be a bandit raid. If the dam wasn't maintained, there would be a flood, and blocky yellow water would come across your field and huts. Yes, there were graphics. Simply, blocky graphics, but it was 1985.

    If you got things right, your population would increase and it went on to the next year. The game ended when you ran out of villagers.

    I remember we used to have fun setting 0 people to guard the dam, and then try to fill the whole screen with yellow.

    I didn't know then what this game was trying to teach, and I don't know now, but if there's a retro version out there, that would make me happy!

  29. Re:So how does this work comparted to other storie by drinkypoo · · Score: 1

    Anyway should education be fun? If so for how long? I seen kids fresh from school who were totally incapable of dealing with real life. No you can't just take a sickday. No you can't skip a meeting like you skip a class.

    I don't want everyone to think I'm just some kind of starry-eyed hippie, but have you considered that maybe the world we're creating isn't the one we really want to live in? By setting up the expectation that we have to be enslaved by our work, we create that future for ourselves.

    I, for one, do not intend to spend the rest of my life working 40 hours a week to enhance shareholder revenue, or even to enhance my revenue. Implicit in this decision is either winning the lottery, or simply reducing consumption. I've already been unfortunate enough to have to live on very little - I say unfortunate, but really it was a matter of choice. You could still get a job during/after the dot-bomb, but you had two choices. Make half what you ought to be making even in a stable economy, or work twice as hard for what you ought to be making, which is less than what you used to get while fucking off.

    Clearly, I was not willing to take either of those choices.

    Well, now I am making less than half what I used to make, but I'm getting something out of it. I work for a place that will let me take a sick day, or skip a meeting (if it's not super-critical anyway) without giving me a ration of shit. I get paid pretty poorly, but I have full benefits (everything but matching funds in the retirement plan) and it's working pretty well for me. Sure, I could use more cash, and I do what I need to do to get raises, but I elected not to commute for two hours to get to some place that will pay me better because I just don't need that kind of headache. Plus, devoting 12 hours to work every day is pure bullshit.

    The biggest threat to the powers that be is the people who do as little as possible. They're not generating any money they can siphon off of. Just think about the effect on the global economy if everyone started growing some percentage of their own food, or if they started bartering labor - you get more for your time spent that way in most cases anyway...

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. Games? by name*censored* · · Score: 1
    Back in my day, we had those worksheets that you had to get all the solutions to to spell out the answer to a riddle. They were fun enough that most kids would give it a good go...

    Now get off my lawn!

    --
    Commodore64_love: I don't comprehend people who're so frightened of death that they'll bankrupt themselves to stay alive
  31. Expect to see more of this kind of thing by Richard+Jones · · Score: 1

    James Paul Gee has written several times on how video games are generally good for us, and are better at teaching that our current school systems. His book "What Video Games Have to Teach Us About Learning and Literacy" has been extremely well-received among the learning community.

    Note: I work for Common Ground, the publisher of a couple of his works, including his latest "Why Video Games are Good for Your Soul."

  32. Not directly related but. . . by NetRAVEN5000 · · Score: 1
    I'm sure there's plenty of other programmers on this site. . . did anyone else get that e-mail from MS about some programming competition where you can win an XB360 or a Palm Pilot? Something about making AI for a game if I understand it.

    It sounds sorta cool, but I'm not sure I'll have much time with all my other extracurriculars and school.

  33. Required reading by millennial · · Score: 1

    Nathan Garrelts, a professor at my college, is trying to work video games into the curriculum by discussing their cultural dynamics and examining them as literary works. He wrote an excellent article called "Will Master Chief Ever Frag Moby Dick?" for the International Game Developers Association. He has also edited a collection of essays on how digital media influences our perceptions, and how our perceptions influence how we interact with digital media. I wrote an article about him for our newspaper back in December of last year. He's a blast to talk to, and he is really passionate about bringing games and other digital media into a more positive light.

    --
    I am scientifically inaccurate.
  34. I played games in school by jonwil · · Score: 1

    Well firstly, there was that Tetris game I had on my Casio CFX-9850G graphics calculator :)
    But there were also various games (Grannys Garden comes to mind) on the BBC micros they had at primary school. Then they got macs.
    Plus all the people playing Chuck Yeagers Air Combat on the macs at high school and the people playing a mario rip-off on the PCs.

  35. Re:At what level does abstraction fail to entertai by geminidomino · · Score: 1

    I "played" a Japanese kanji game in high school that taught you recognition skills. You'd play for 15 minutes and your brain felt fried, but the result was that I became quite good at picking out kanji based on their individual characteristics (radicals, for anyone familiar with kanji).

    Is it, or something like it, still available? That sounds like something I could burn a few hours on.

  36. Here are some of your problems by Randym · · Score: 1
    The political system is proportional representation and its assumed there is only one opposing party.

    First of all, this is unrealistic. If you are trying to sell this to Americans, they don't grasp "proportional representation" (although it would be a good idea!) They do understand "first past the post". Also, there *is* more than one opposing party, although I concede that Americans do act like there is only one. In Europe, however, exactly the opposite is true.

    Setting up your game the way you have, however, models *no actual democracy*. In countries where there is proportional representation, there tend to be multiple parties; in countries where is there is only one opposing party (or where it seems like that), there is no proportional representation. Thus people who get as far as downloading your *six MEG demo* (there's another problem) quickly see that this game does not actually model democracy, but your *fantasy* of democracy. It is therefore not actually a "simulation", but a fantasy role-playing game. The point that you made that all your voters rationally turn out for the election certainly clinched that point.

    Another problem is the amateurishness of your site. Misspellings and uncapitalized sentences raise serious doubts as to how well the game is coded, as well as signifying that the entire company likely consists of one person. (However, the endorsements and "2005 Game of the Year' are good, and should be kept.)

    I clicked through to your website because I was excited by the possibility that there *is* a decent simulation of democracy out there. Some things on your site gave me hope: for example, I think using a neural network is excellent! (I do not think, however, that this *feature* sells the *benefit* of using the game.) Ultimately, the points that I outlined above kept me from checking out the game itself.

    Do not despair, however; I think that you have the *core* of a winner. For example, you could diversify and offer *both* a European and an American version of the game, each of which model your markets more closely. Your voters could be less rational and not turn out like happy robots; perhaps each voter (or type of voter) could make a voting-day judgement based on how excited they feel about the candidates, which would be tied to the promises the candidates have made. (If I'm an "environmentalist" and the candidate has promised to "get rid of all nuclear power plants", I'm there!) Voters might also turn out because they *don't* like a candidate -- that's definitely more realistic.

    A more professional presentation would help very much. Try contacting the graphic design department at your local community college, and asking a class of advanced students to criticize your site. Adding a .CSS file would also help the appearance of your site.

    You might want to consider who your audience really is for this simulation; that isn't really clear. Teachers? Students? Political parties? General consumers? In my case, I have interests in both education and politics, so I was strongly attracted right off the bat.

    Once you have thought through who your audience is, look for niche magazines which serve that market. Your local librarian can help you with this. If you can get them to interview you and feature your simulation, that's gold. At worst, you could advertise in there. Look for sites associated with your simulation and trade banner ads with them. Look for stores (both bricks-and-mortar and on-line) who might be willing to stock your simulation. Make sure it can run on the Windows platform first of all (it wasn't clear on your site what platform it runs on), then port it over to other less widespread platforms.

    You have a lot of work to do, but I encourage you to do so. You obviously have a passion for your simulation; make it work for you. I will bookmark your site and check back again in six months. Good luck!

    --
    DNA is a Turing machine. You, however, being dynamic and emergent, are not.
    1. Re:Here are some of your problems by cliffski · · Score: 1

      Thankyou for this excellent feedback. The two-party thing is a total fudge, but its a deliberate design decision in order to keep the focus on policies rather than electoral math. There are other games that specialise purely on the election process, whereas I wanted to get involved way more with the issues, and the compromises required to achieve balance.
      Maybe my website needs redoing. I think I'll have a look at some website templates. Its good to get someone 'outside' to give a warts and all opinion of it.
      Thanks.

      --
      DRM-free indie games for the PC and Mac: Positech Games
  37. Teaching teamwork by LittleCryer · · Score: 1

    This reminds me of this story written by someone who works at an activity center for kids aged 10-14 in Denmark. His belief (formed by direct experience) is that video games, notably RPGs, help not with learning math or history, but with something much more important...how to work with others as a team and get to know eachother as equals, rather than "bullies" or "nerds."

    From the article on teamwork:

    They began asking for - and offering - help, and they learned that the best person for a job is not always or necessarily "me". They saw that acting as a group rather than as four individuals sometimes got them through some pretty nasty situations.

    And on getting to know eachother:

    This did not happen overnight. But as a year passed the changes became visible, not only in game but in the real world too. The bullies bullied less, and the "too quiet" kids began to speak up. The fights subsided and the older boys stopped taunting the younger ("Hey, we're all gamers, right"), and some of the lonely kids became friends with their fellow-gamers. It wasn't all peaches and cream but it definitely got better.

  38. Re:So how does this work comparted to other storie by darkwing_bmf · · Score: 1

    Anyway should education be fun? If so for how long?Yes. For your entire life. Granted, not all education is fun. You can learn a lot from mistakes and painful situations. But if you ask some of the world's most brilliant people why they decided to learn whatever it is they specialized in, they will often say "Because it's fun!"