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View Full Version : Harper's September 2006 Issue - Forum on Gaming and Education


mykevermin
08-15-2006, 01:12 PM
Just read the cover story in this month's Harper's magazine, which was a moderated forum discussion between academics and game industry folks (I recognize the name Ralph Koster from other places, but it escapes me - he did work on Star Wars Galaxies).

Overall, an interesting article, and, at the very least, it's nice to see something that is a more and more common activity taken seriously, rather than berated with blanket overgeneralizations and false accusations of causality (those things that politicians and the media like to foist on games/gamers).

Over the weekend, I was at dinner with some collagues, and one mentioned wanting to use Civilization as a simulator for her class, saying that it shows the complexity of society (better than other games, though of course not perfect) and also the unpredicted ramifications of making certain decisions. It's pleasing to see and hear "professionals" not only not knocking games, but thinking of creative ways to use them for education.

Anyway, I'll update this thread with a link to the article once it's available online. In the meantime, it's worth picking up the September issue if you want to read this now.

EDIT: Here's some reading in the meantime from The Chronicle of Higher Education: http://chronicle.com/free/v49/i49/49a03101.htm

And a book I just bought from Amazon (dunno if it's good or not): http://www.amazon.com/gp/product/1403965382/sr=1-1/qid=1155659044/ref=sr_1_1/103-0401394-9382268?ie=UTF8&s=books

Apossum
08-15-2006, 02:50 PM
Interesting stuff...I've been looking for a good book, I think I'll pick that one up today. Seems like it has praise from all the right reputable places.

daphatty
08-15-2006, 04:30 PM
My Jr. High School used games as teaching tools. We played Sim City, Oregon Trail (ok, not quite a game) and this other computer "simulation" that allowed us to build cars and actually rate their aerodynamic qualities. Needless to say, this practice has been around for a long time (I was in Jr. High in '87) but it is nice to see the trend continue.

On a side note, it was this particular class that got me hooked on the Sim City series. I loved that class man.

Puffa469
08-15-2006, 04:33 PM
mykevermin... is your avatar 'Big Bully Busick' ?

mykevermin
08-15-2006, 05:38 PM
yep.

mykevermin
08-15-2006, 05:42 PM
My Jr. High School used games as teaching tools. We played Sim City, Oregon Trail (ok, not quite a game) and this other computer "simulation" that allowed us to build cars and actually rate their aerodynamic qualities. Needless to say, this practice has been around for a long time (I was in Jr. High in '87) but it is nice to see the trend continue.

On a side note, it was this particular class that got me hooked on the Sim City series. I loved that class man.

Come to think of it, I remember playing a lot of "Microzine" floppy disks in computer class (Apple IIe) in grade school.

When we upgraded to Macs, it was all about Oregon Trail and Kid Pix, things like that. The problem (if there is one) with those games is that they are clearly identified as "educational software." The stigma of being a shitty game (as you say yourself, debating whether or not OT was a game) coincides with educational software. It has to be packaged neatly, and not expose its secret educational underbelly; Dr. Novalin (or whatever the diabetic side scroller for the SNES was) could have learned a lesson in that.

The Harper's article brings up Typing of the Dead as an example of educational/practical software that has the packaging just right. It isn't as juvenile as "Mario Teaches Typing," or as bland as "Mavis Beacon," yet it can help accomplish the exact same goal. I think a phrase they use in the article is "making vegetables into sweets."