Saturday, December 12, 2009

devil's advocate, and game philosophy

Wow! This blog is becoming a delicious soup of ideas and thoughtfulness (there goes the metaphor-ing again)

I'm thinking that weekly meetings/seminars could help alleviate some of the synchrony and continuity issues (we could try to mimic a game company model? Have board meetings and memos? Fax machines? Coffee and danishes......?? Pseudo show-and-tells about the skills and roadblocks we're finding, and someone to transcribe meetings...)

To be a devil's advocate on turning all of our half-baked ideas into full-fledged plans before we start the course (i.e. narrowing down a specific message to deliver): - I think we can only help ourselves by having clear, achievable goals set out early on

- but one of the goals I was hoping to achieve with this game was to make it 'entertaining', as a priority that might even supersede 'educational', because I think this is the biggest challenge that educational games are currently facing: they aren't fun.
Maybe developers get so caught up in meeting the demands of their curriculum, that energy that should be directed to making an entertaining storyline, captivating/challenging conflicts to resolve, inspiring or dynamic graphics (all stuff I love in games), gets sacrificed along the way by a well-meaning 'we must teach these students about these 12 cytokines and these 3 immunology exam answers' mentality.

By making a biomedical 'simulation' game, I was thinking that the learning could be of an almost passive/exploratory/serendipitous nature: the character is navigating this mysterious, biomedical landscape, encounters objects and structures, can click on these things (maybe a page of an encyclopedia/game manual//immunology textbook pops up to explain the protein your cell has just bumped into..) and possibly interact in complex/simple ways with these biomedical things (depending on the game story).

.. I'm sure everyone feels this way, and that we all want to avoid a game that spoon-feeds, as opposed to a more subtle, show-don't-tell immersive learning experience.
I think I'm trying to say that maybe we should keep our 'lesson plan' more amorphous, or stuck to the mantra that if the content is scientifically informative/accurate, the game is engaging and has high replay value, then the messages can be different for every player and the learning takes care of itself...?

3 comments:

  1. Yay for seminars and sharing!

    And yeah, I totally agree that passive learning of information is a good approach.

    ALThOuGh!!! Has anyone played he Magic School bus games, or the ones by the Learning Company (the ones where you had to zap Tele... you were this kid with a baseball cap (he/she didn't have a face)...) Those were super informative yet fun! At least, I remember them to be...

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  2. No! But I used to play Dr. Brain games!

    They were really cool and taught me about synaptic clefts, primordial soups, eels and cave spelunking, roman numerals, musical theory, there were no baseball caps though..

    I think I'm eating my own hat about current educational games not being fun...

    http://www.mobygames.com/game/lost-mind-of-dr-brain
    http://www.mobygames.com/game/time-warp-of-dr-brain

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  3. But then, we were nerds, of course we found it fun!

    http://en.wikipedia.org/wiki/Gizmos_&_Gadgets!
    This one you had to build blimps and cars and stuff and then race with them!

    http://www.mobygames.com/game/super-solvers-midnight-rescue
    This one you had to take pictures of walking computers. They would then greet you with a math question! XD... The first one was definitely more fun!

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