The graveyard of bad educational ideas
Old educational ideas would do well to stay rotting in the graveyard where they ended their run. From Hades' palace to terminal chaos, graveyards remind us of stories.
Publish at April 05 2010 Updated October 16 2024
An educational game has all the characteristics of a game. The ingredients common to all games are relatively simple and limited in number. A game must have these ingredients to be called a game; the pedagogical dimension follows.
And the pedagogy?
With these five elements in hand, any teacher can create interesting educational games. There are games with no time limit (most games are turn-based), others whose rules change as the game progresses or as the players decide, and yet they are all games.
The flaw most often observed in educational games is their lack of unpredictability. When everything is planned, you'll go on a journey, a quest, which may seem fun, but it's not a game, unless you add elements of unpredictability, such as opponents or chance.
But action doesn't make a game. Clicking on the right answer isn't enough unless elements such as speed, accuracy or a value judgement come into play in pursuit of an objective.
But even with all this, few games manage to demonstrate both educational value AND sustain interest. So what makes an educational game?
Educational games: motivating development
Genuine educational games encourage the development of skills and knowledge to meet challenges and objectives, but they don't make the development of skills and knowledge the object of the game itself. They use them.
For example, stock market simulations with real stock market odds are real games, with rankings and returns. Those who win are usually the best organized, gather real information and develop their skills without this being the object of the game. The object of the game is to make money. The same applies to a game like SimAgri, where the aim is to develop a farming business.
An educational game differs from a pure game in that the elements that enable the game's objectives to be achieved are the educational elements that we want the player to acquire and that are essential to the game, without being its driving objectives or challenge. Knowledge and skills can help you win, but they are not the fundamental characteristics of games. They are the pedagogical features.
Another example: an English exercise asks you to answer all kinds of questions, the right answers earn you points, and the faster you go, the more points you get; you see the average score of other students on the same question. You try to improve constantly by learning new vocabulary and expressions, but the aim of the game is to score as many points as possible. And the qualities developed are speed and fluency.
This is where the teacher's art lies: creating the problem to be solved, the objective to be reached, with the skills and knowledge transmitted in the course. Send the satellite into orbit, find the right antibody, manage the cleaning team, build the bridge, convince as many customers as possible... and improve, without getting bored.