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Education Entertainment Games

Education Arcade Brings Learning Experience, Will Wright To E3 12

Thanks to Water Cooler Games for its in-depth report on Day 1 and on Day 2 of the Education Arcade, an E3-related conference which discusses "the development, the use, and the marketing potential of games in education." Among the highlights: the contention by the Leapfrog CEO that "Video games are a trojan horse -- a way to get better educational content into the home", and Maxis' Will Wright discussing how his titles educate, pointing out: "As game designers, we're trying to build a model in people's head. And that probably has a lot to do with education."
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Education Arcade Brings Learning Experience, Will Wright To E3

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  • Real Learning (Score:5, Interesting)

    by Nasarius ( 593729 ) on Thursday May 13, 2004 @04:12AM (#9136845)
    Interesting stuff. Given how much time people will spend mastering the intricate systems of various MMOGs, what if we change those systems so they're really simulations of the actual world? For example, a game where you can use your knowledge of real chemistry to advance. Something to think about.
    • Re:Real Learning (Score:5, Insightful)

      by ninja0 ( 764532 ) on Thursday May 13, 2004 @05:07AM (#9137052)
      A lot of historically based strategy games make great educational tools. Civilization and Age of Empires come to mind as games that have a decent amount of history in them. What better way is there to learn history than to play through William Wallace and Joan of Arc campaigns yourself?

      For science, I personally really enjoyed The Incredible Machine. While this game was a bit cartoony, a more realistic version could be a great introduction to physics.

  • by Killjoy_NL ( 719667 ) <slashdot@@@remco...palli...nl> on Thursday May 13, 2004 @04:19AM (#9136867)
    I've learned quite some things from playing games, mostly different methods of solving problems, strategic insight and patience.

    I think the mistake most developers of edu-tainment make is that they concentrate too much on the educational aspect of the game and don't make it fun enough.
    Some edu-games I've tried were about as much fun as reading a dictionary and blowing a whistle.

    In my games, I want a good story and good gameplay (for me a good example is Knights of the old Republic, the story was great, the gameplay was great and the way of playing was open enough to encourage you to try different solutions to problems and the game doesn't really punish you if you fail, you just get on with it)
  • Fascinating (Score:5, Insightful)

    by ReyTFox ( 676839 ) on Thursday May 13, 2004 @04:22AM (#9136875)
    I think the various top designers that attended here are now really engaged in the process of developing ideas of what games are capable of(rather than being fixated on the past) and it shows through in this. The general feeling seems to be that "yes, we can make a game educational" but the approaches vary; nobody has a definitive answer on how to get There.

    What's most fascinating is that I don't think there was hardly as much thought devoted to the topic even five years ago. It shows a sort of maturing within the industry.
  • Didn't we see this before in the SNES days? Who remembers "Mario is missing" as anything but a crappy game no one wanted to play?
  • in somebody's head is getting the masts in. If you go through the ear, you have to angle it really sharp which limits your mast size, but if you go through the nose you have to do it before you start adding ribs to the keel.

    Ahh hell, while I was typing this I dropped the foremast and now it's rattling about. Screw it, I'm going back to building models in bottles.
  • Unless Namco is there producing the updates they promised me 20 years ago for Professor Pac-Man, I'm not interested.
  • Trade Wars 2002 (Score:2, Interesting)

    by lepton80 ( 772853 )
    The MUD Trade Wars 2002 has taught me lessons about wealth, greed, and loyalty that I could never have learned anywhere else.

    Put people in an open-ended environment and they'll express more of themselves. The world is run by people so it's really good to learn as much as you can about how they behave.
  • Here's an excerpt of what I've written about the Education Arcade conference:

    I saw two camps of thought on the usefulness of games in education. On the one hand, the old school thought holds the belief that modeling educational software after computer and video games can be a way of getting kids interested, almost fooled, into interacting with the software. I saw this idea mostly among the attendees of the conference, and they held these ideas even after some of the sessions were over which is too bad sin

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