Comments on: What's wrong with serious games?
At Game Developers Conference, serious-games proponents talk about what's wrong with the genre.
At Game Developers Conference, serious-games proponents talk about what's wrong with the genre.
November 29, 2009 9:02 PM PST
November 29, 2009 5:54 PM PST
November 29, 2009 5:10 PM PST
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Unfortunately I didn't do the project, but it was a clever idea definitely, and wouldnt it be interesting, if like you said, there was a simulator that put you in different historical scenarios, like Constantinople, or Rome, and a teacher had you assigned a certain character class and profession, and you had to keep a log or journal of the progress/struggles and actions, then present them to the class and compare experiences. I would maybe actually learn something in a History class if I had that.
teaching. Games are good for basic math and reading skills, but
once you get up to the complexities of history, the going gets a
little tough.
Maybe you're talking about a combination of books and games,
though. Then it could maybe act as a good reinforcement for some
concepts.
The idea that the discovery of ice ages or genetics should become a top-selling must-have game like Doom III or whatever is ridiculous. There aren't that many members of the consuming public who actually want to learn something. The market for educational games would be educational institutions and homeschoolers, though religious homeschoolers would produce their own hogwash games instead of anything of educational value. I'll chew my mouse cord the day I hear of a game hot among homeschoolers that walks a student through the theological discovery of Calvinism, Arminianism to the finding that they prove each other wrong and therefore both are wrong.
software of any kind, is that the creators of these things still
don't "get it" about bridging the gap between Learning and
Game. I personally do get it, but I'm not in a position to make
anything of it yet.
When you get past concerns of budgeting, availability of coders,
etc. - what it comes down to is the person(s) responsible for
designing the game. They need to understand from personal
experience the triangle of 'why games are fun' and 'why learning
is fun' and 'how quality software is designed'. Any less than 3
out of the 3 ingredients won't cut it.. and less than that is
exactly what we've seen produced under the banner of
educational software.
One of our speakers: Ron Edwards of Ambient and representing Forterra in Europe has said:'This conference is one of the few opportunities in Europe to learn first hand about the variety of game based approaches from the fast and simple to more complex, yet both feasible and manageable that could be added to their mix to better address communication and educational needs - and Game Developers will better understand why non-entertainment games are in demand, to have conversations with people interested in commissioning games and to see the variety of projects under development to gain perspective and ideas.'
We are doing our bit to try to get the Serious Games terrain a little less opaque and alittle more understood where it counts.
Martine
- Critical drivers of success
- by aclhl May 10, 2007 3:15 AM PDT
- I am a PhD student mulling on doing a research on the educational value of serious games.
- Like this Reply to this comment
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(10 Comments)I concur with Teriman that gameplay mechanics are more important than visuals.
I also want to add that while games offer the learner opportunities that would not be present in real life, such as clearing mines on seabeds, performing surgery on a heart, make calculated but big risk on the stock exchange, etc.. it is important for game developers to understand, whether presecribed learning goal and objectives are met at the end of the day. It is also important to understand at what level of learning on Bloom's taxonomy or Gagne's taxonomy of learning outcomes are serious games targetting at?
My guess is at the level of higher order skills, i.e. synthesing, judging, evaluating, problem solving. If after playing a game, I am able to attain the learning goal and objectives, I say that the serious game has done its job so far as the learning design is concerned.
Is there a close dialgue between makers of games and educational technologist? There should be because the educational rigour must not be compromised by the initial "novelty" of the game, i.e. the apparent immersiveness of the media and the fidelity of the graphic and sound effects.
Is there has been so much research given to E-learning, more must be given to serious now?
Dialogue, dialogue, dialogue between educationist and game designers.
Eseentially, what needs to be accomplished are tasks in games. What is in the execution of those tasks that helps someone learn something, hone a skill and things like that? What features and functionalities in the gaming environment are affordances (scaffolding) that learners can take up whist executing tasks in the game?
These might be legitimate research questions. Please give me your thoughts?