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Some Notes on Educational Games
by Ian Bogost February 18, 2004
categories: Educational Games

Middle-school kids in Boston have been playing an educational multi-user virtual environment developed by Harvard under a nice $760,000 NSF grant. This article about the game conveys a lot of the common ideas about kids being more engaged in games, but here is an appealing takeaway:

But video games and the River City course differ in important respects. If video games are ultimately about entertainment and fantasy - "Slay the dragon and rescue the princess," as Dede put it - River City is rooted in real science. The curriculum conveys specific, academically targeted content related to biology and ecology. Its aim is to teach what many middle-school teachers say are concepts that are particularly hard to impart to their students: How to pose scientific hypotheses and how to design an experiment.

I wouldn't agree that video games are "ultimately about entertainment and fantasy," but the idea of selecting a specific, abstract goal to teach within a virtual environment meshes with my sense of how games can teach effectively. I also like the fact that this game is wearing its educational merit on its sleeve. From the Harvard Graduate School of Education article on River City:

...in school, many students implicitly learn the unrealistic view that there is a single right answer in science that is easily discernible. In exploring River City, however, students are guided to develop hypotheses regarding many different interacting phenomena that present apparent complexity explainable in terms of three underlying, linked causes. At the end of the unit, they compare their results to those of the other teams and discover several different hypotheses that bear on the same question. Students also learn content in biology and ecology closely linked to national science standards and state tests, as well as ancillary material in history. In addition, their skills in reading, writing, collaboration, and computer literacy are enhanced.

James Gee, Hidden Agenda, among others have appeared to advocate Stealth Learning practices in games (Gee: "Learning works best when the learners are so caught up in their goals that they don't realize they are learning, or how much they are learning, or where they actively seek new learning inside and outside the game"), but fundamentally, I don't think that's what's going on in games, and I'm not sure that Gee means to endorse the practice of stealth learning.

Rather, games are allowing students to reject the backwards methods of learning public education has developed for the last 80 years. These methods are primarily centered around mass assessment, not individual benefit. And as teachers like Phillip Jackson and John Gotto have argued, education is more focused on breeding acquiescence than curiosity (the "Hidden Curriculum"). If anything, games might disrupt the "traditional" process of education by reintroducing experimental and qualitative practice. I suppose it's possible that games will open a space for further revision of educational practice, but even Gee's book doesn't go that far.

Comments (1)

Educational games have been around for as long as I can remember, most likely longer than that. I grew up playing Math Blaster, Gizmos and Gadgets, Reader Rabbit, and other games of the sort. All of them were educational, but at the same time they had something appealing to me. I could learn academic fundamentals while enjoying myself, how cool was that?! That being said, I personally do not feel that a virtual simulation of a classroom could be classified as a game. The games that I listed all incorporated educational material in a fun environment, whether I needed to figure out a math problem to reload my alien blaster, or spell a word right to rescue some little elf. Where is this appeal in the "game" this article is about?

While I will have to give it to Harvard for attempting to make a higher-level educational game, I doubt they thought the entire concept through carefully. When a middle schooler is sitting on a computer, and this computer has a simulation of school on it, will the middle schooler follow the simulation or will he bring up Snood or Solitaire? Secondly, when a student screws something up in a simulation, or has a question, where does he go? Although a virtual teacher could have a pretty impressive AI, I sincerely doubt it could answer all questions as thoroughly as a real teacher in the flesh and blood.

When creating a game, the designer(s) must always keep in mind that it needs to stay a game. It doesn't appear to me that this game followed this guideline. On the drawing board it may have sounded like a good idea, but this simulation lacks too much to replace learning in a real classroom, and focuses too much on education to remain a true game.