I go through pages and pages of handwritten notes at the beginning of any design process. |
That having been said, my last post "Why do all Educational Games Suck?" and Other Nonsense garnished the most views of any article on my blog so far. It seems that I may have hit a nerve, and a lot of readers agreed with my sadness at encountering so many educational video game titles that seemed to fail at being games. In that post I lament that so many educational games resemble fancy tests rather than games: they have one right answer, and provide feedback for the answers provided. In general, these games seemed to be built on the foundational idea that drilling problems is how one learns. Also, besides the potential detriment to the game as an instructional tool, giving someone cascades of problems to answer is a lousy game mechanic and it makes for a lousy game (I've covered this more thoroughly in my last post).
When you are designing an educational game, it seems like all roads lead back to "testing."
How do you do well at this game? You answer questions correctly? Yeah, that's called a test. Photo care of play.google.com |
This is the balance beam that I found I had to walk: no matter how much I hated it, the testing mechanic had to be there somewhere. Both traditional games and educational games have tests, but educational games run a higher risk of being nothing but a test. Educational games usually have a logical connection between the testing game mechanic and the concepts that the designers/developers intend to teach. Designing an educational game is hard because the testing part of the game is easy to come up with, but the rest of the game is much more difficult without adding so much game that the education is lost. This makes it so that as you are coming up with the structure of your game, it is natural for your brain to decide how to implement testing, and so you think ( and I've done it tons of times too), "That's it, I've got my core game mechanic."
Here's an example of what I mean, let's take a look into an educational game design meeting:
Designer 1: So, we know that we need to create a web app that teaches children the importance of brushing their teeth, but how do we make it a game?
Designer 2: Well, if we can reward them for properly demonstrating that they know the importance of brushing their teeth, we can help motivate them to progress and learn more about teeth brushing.
Designer 1: Ok, so we could give out achievements for answering questions correctly, or we could develop a tooth version of Asteroids, but each time they lose a life they would have to answer a question about teeth in order to keep playing.
Designer 2: What if we had them explore the inside of a mouth from a the perspective of a piece of bacteria, and then every time they want to progress they have to answer a question about dental hygiene.Notice how all roads seemed to come back to testing these students/players? That's because at some point the game (or the developers that made the game) need to know if the player has learned anything about brushing teeth. Even in attempts to be innovative, the test game mechanic is pervasive in educational game design.
But after seeing so many games I disliked, either as games or as pretend educational experiences, I knew I had to find something else. Don't get me wrong, I'm not trying to paint Designers 1 and 2 as idiots, or even as straw men in order to make a point. I've been in meetings that have gone just like this, I know Designer 1 and 2 by name. But since the "testing" part of any educational game is so central to making something have instructional value, it can be very difficult for designers to see beyond it to find other potential game mechanics.
This became a giant roadblock for me in the design process of my current app, and it was very difficult for me to overcome. No matter what type of game I brainstormed, it all seemed to come back to a test-like game model. But then I realized, as I was mulling over some old video games that had a major impact on my perception of the medium, that testing and evaluation should exist in an game that teaches you something, but there is a way to have them not necessarily be the game mechanic that drives the progression of the game. You have to take your evaluation one step further and come up with ways to allow your players to demonstrate their knowledge other than just answering "Do you know this? Yes or No."The testing can be the inspiration for the final game mechanic, but that gameplay should take the concepts that need to be tested and force the student to use them.
In order to comprehend, you must first assimilate. In order to apply, you must first comprehend. Photo care of juliaec.wordpress.com/ |
And the really crazy thing is, it wasn't until I went to write about my experiences that I realized this is exactly why I named this blog The Same Footsteps in the first place - because I believe education is about getting people to do the things that make them learn rather than sitting and learning the things that they should know.
What do you think? Post a reply in the comments. Remember that I will be posting regularly throughout my game design process. If you or someone you know is interested in how educational games are made, subscribe or follow me on Google+, Facebook, or Twitter.
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