What's In an Educational Game?
An anonymous reader writes "I work at a non-profit whose mandate is to increase science literacy and awareness. One of the methods that we've started exploring is in making free, online educational games. Our target demographic for the games is kids aged 8-12, but there is no reason the games could not also appeal to a broader age range. What would you look for in an educational game? Does length and depth of gameplay matter to you, or would you rather play a trivial game with subconscious educational value?"
Does length and depth of gameplay matter to you, or would you rather play a trivial game with subconscious educational value?
In a paper we recently discussed, researchers noted that
Ironically, they may even be less likely to become game makers themselves, helping to perpetuate the cycle. Many have suggested that games function as crucial gatekeepers for interest in science, technology, engineering and math.
By that logic, almost all games offer children an actively engaged exercise in problem solving. Edutainment games seem to be dry and boring with the ulterior motive easily spoon fed to the player.
I would stress games that have various degrees of puzzle solving but little obvious educational value. Look up the Castle of Dr. Brain. I played the hell out of that and would welcome a web based clone with higher level difficulty! I also feel it gave me great puzzle solving skills.
Also, I'd like to caution you that we are a extreme set of the population. Opinions here may not be valuable to someone trying to reach the rest of the population. Of course we are predisposed to enjoy depth and length over trivial pop cap games with flashing jewels.
My work here is dung.