Tag Archives: videogame

Civics Games

judge's gavel

I was tipped off to iCivics games a few days ago and have finally had a chance to check them out.  iCivics is “a web-based education project designed to teach students civics and inspire them to be active participants in our democracy.”  There are several games on this site dealing with topics from Supreme Court decisions to immigration to being president for a term.

Each game has lots of information packed into it.  For example, in Argument Wars, in which famous Supreme Court decision are re-argued, players must read the case and then choose the appropriate supporting evidence for their side.  When the player chooses the evidence, the judge rules whether the argument is legally sound.  When the computer opponent submits evidence, the player can object to unsound arguments.  This requires not only more reading than your typical videogame, but a lot of critical thinking.  In fact, the level of reading required in these games would make it difficult for intermediate ESL students to play them alone.  The game does a good job of making the process a fun game by which students can learn more about the Supreme Court.

Will students put down their favorite commercial video games to pick these games up?  Probably not.  But highly motivated students (and citizens) might use them to learn more about the civics lessons they are learning (or learned long ago) in school.  Teachers could use these games with a whole class or have students use them individually or in pairs and report back in presentations, essays, or small group discussions.  More advanced students could look at these games critically and try to determine where they are accurate, where they are inaccurate, and where bias may be present.  Regardless of how they are used, these interactive texts are much richer than most civics texts and can serve as a useful supplement to them.

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Computer Games in ESL

burning pac man

Computer games are a medium that has become as popular as Hollywood movies.  It’s not uncommon for teachers to show movies in class, but how can games be incorporated?  This post will discuss these questions and will serve as the handout to my session at the Ohio TESOL Technology Fair 2010.

Games as a source of English

MMORPGs and other complex, multiplayer games can provide a rich source of English (or many other languages) in which students can choose to immerse themselves.  Also, because these games are almost impossible to solve without teamwork, there are typically

World of Warcraft (WoW) – The granddaddy of all MMORPGs and by far the biggest.  Players create avatars that go on quests and have adventures.   In addition to finding potentially complex communication tasks with other players during the game, the WoW wiki is the second largest wiki on the internet after Wikipedia.  This is also potentially a good source of target language input.

Second Life – Though not exactly a game, per se, Second Life is an online 3D virtual world through which players’ avatars can navigate.  There has been much educational interest in Second Life which means there are several “islands” dedicated to language practice for users to explore.

Analysis of Simulations

Distinguishing between games, serious games and simulations is not as important as how we can use them.  Playing a simulation may not be entirely satisfying because a totally accurate simulation of any complex system is extremely difficult to create.  But this creates an opportunity for students to try them and then critique them.  There are lots of examples listed on Historical Simulations.org.  Some of my favorites are below.

Budget Hero – Where would you increase and / or decrease the federal budget and what ramifications would each decision have on the future?  Lots of information in a very accessible format.

Energyville – See if you can meet the energy needs of a city of almost 6 million people.  Do you think cutting all fossil fuels immediately is the answer?  Not in this simulation.  Does knowing that it was created by Chevron make you question anything about this simulation?  Lots to discuss here.

McDonald’s Video Game – What decisions would you make (have to make?) to keep your franchise humming.  Would you cut corners?  What effects would this have?  And, as with Energyville, above, is this an unbiased view or is there an underlying message in this game?

Group Problem Solving

Even the simplest games can generate complex discussion when played in pairs or as a group.  Two students working at one computer need to negotiate everything starting from who gets to use the mouse.  If you have access to an interactive whiteboard, a larger group can work together to play the game or solve the puzzle much more comfortably.

Samorost 2 – This is a visually compelling game that, at first, does not seem to have a point.  During a brief cartoon introduction, a dog is kidnapped from a tiny planet by space aliens and the protagonist begins his pursuit.  Now what?  By clicking on various items on the screen they can be manipulated.  Puzzles can be solved by finding the appropriate series of manipulations.  I’ve had a half-dozen students working on these puzzles on an interactive whiteboard.  I was worried because when working alone on my desktop, I found the puzzles to be quite challenging and I almost gave up on more than one occasion.  But the power of the group was amazing to see as the students moved quickly through several levels, working together and suggesting new ideas to each other as they went.

Grow Cube – I’ve been intrigued by this game since the first time I discovered it.  It is a puzzle in which the player ten turns to select from ten actions that can be performed on a cube.  Each one has a cute animation that interacts with the others.  Most importantly, some actions require several turns to fully develop.  Others must be performed sequentially to work properly (spoiler alert: place the pot on the cube before lighting the fire or the fire will grow too hot and crack the pot.)  The puzzle typically requires one or two attempts to get a feel for the game before players can really begin to notice the effects that each action has on the others.  Even if the puzzle can not be solved, there is a complete walkthrough available for help.  But do yourself a favor and don’t peek until you’ve given it a few tries.

Other Tips & Suggestions

Some of the most complex games available will also be the most expensive.  Even if that hurdle is overcome (possibly by purchasing older versions, for example), there may be a variety of reasons that prohibit the installation of World of Warcraft in the local computer lab (“You want to play games?!?”).  Fortunately there are a number of online games which are freely available and only require an internet connection to play.  Of course, if you routinely battle a firewall for internet access, you may want to test whether you can access them on the computers you intend to use before you plan to use them.

Ask what your students are playing and see if those games might provide a jumping off point.  Are they addicted to Farmville on Facebook?  Bejeweled?  Can they analyze the game critically?  Can they teach someone else the strategy involved?

Most games have wikis which describe all of the parts of the game as well as strategies that can be used to win.  Is there an undocumented way to win?  Have students contribute their ideas to the wiki.

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Jane McGonigal @ OSU

dice

I got to meet Dr. Jane McGonigal yesterday and hear her speak on her work on making games for good.  I’m still processing a lot of the ideas she talked about, but wanted to share some of my notes.  It’s a bit of a brain dump, but I’m sure more of what was covered will come up in future posts.  These are not only things she said, but also my reflections and interpretations of them.

Narrowly defined games are not fun.  This could be why many educational games are not very good.  That and the fact that so much less money goes into making them than other games that are designed to entertain.

Off-the-shelf games can be a good option for educators and the classroom.  Ask students what they are playing, go from there.  Older versions of popular games can be cheap and online games are often free.

Augmented reality brings games into real world.  But beware of gamification — adding game-like elements (points, badges) to something that is not a game. For example, see Foursquare.

Almost every game that exists has a wiki (the World of Warcraft wiki is the world’s largest after Wikipedia).  This may be an opportunity for ESL students to interact with language by reading or even writing about a game they like.  Gamers often use the scientific method to approach finding solutions in games.  Teachers can ask students, “Is there an undocumented way to win?” which requires reading the wiki and then critical thinking.

Gamers have very few nightmares and a high rate of lucid dreams — dreams in which they take control — perhaps because they practice doing this in games.

Among the top ten emotions gamers want to feel when playing a game is love.  Specifically the kind of love one feels when one teaches another how to play a game and be successful.  Parents feel this kind of love for their children all the time.  But children feel this love when they teach a parent to play a favorite game.

Edit (11/11/10): The rise of gaming coincides with the overscheduling of the millennial generation and changes to education such as No Child Left Behind.  When kids are spoon-fed in school and by their parents, one of the only outlets they have to express self-motivated mastery is through games.

I hope to provide some examples of these games in future posts.  To learn more, visit Avant Game.com, Gameful.org, or @avantgame on Twitter.

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