Didn't know where to put this, as it's both a niche topic and an overarching one, so I'm dropping it here. Apologies to all if that's out of line.
Neljer01 posted the following in another thread (apologies to Jeremy as I have massively edited the first paragraph):
My name is Jeremy Nelson and...I have begun creating [games that are] are educational based. There are a handful of difficulties I am facing moving down this road:
1. I want these games to be educational, so I have to continually remind myself of that fact; there are a ridiculous amount of really good, really fun ideas, but I cannot stray so far into 'fun' and lose sight of the curriculum requirements that shape what I teach my students.
2. Thus, my administration casts a leery eye my way when I bring up gaming in my classroom. They think along the lines of Chutes and Ladders, or Risk, or Monopoly, not a game that is driven by content. I have essentially gone 'off the radar' and not really discussed my gaming endeavor with the curriculum so as to operate unencumbered. Despite their skepticism, they have been supportive.
So, this brings up a few issues I'd like to float to the forum.
First, how many of us out there are working on games for teaching?
Second, how do you work within the constraints of teaching requirements to deliver a fun product?
Finally, how do you deal with the educational establishment's general misunderstanding regarding what constitutes a game and how how games can promote learning?
Thanks, akanucho, for your thoughtful and thorough reply. I agree with all your points, and these two in particular:
1) All games promote learning
2) The best way to get students to learn is to get them interested
resonate with me. It's no coincidence that these 2 points seem to be the ones missing from modern education.
Good teachers manage to interest their kids, of course, but that's usually "something extra" that they do in addition to their "expected" work.
And, yes, sadly, much "learning" today seems to be about memorization.
What I meant by "working within the constraints of learning requirements" is this: teachers have a list of "learning targets" they must hit in each subject. These read like this: "Students must be able to differentiate between rational and irrational numbers," and "students must be able to graph a line given in point slope form." Recently, while developing some educational computer games, I was handed a list of learning requirements and told, "make a game that does this." That rarely ends well. I was wondering if others had run across this and, if so, how they modified their design process to make it work.