Write a reflection
about your perception of what should be considered an educational game. Explain
your reasoning and provide some insights into how you developed this position.
Your response should be at least 300 words. Delve deep and reference examples and
resources where possible.
While I have a broad and inclusive definition of a game, I tend
to have a narrow and exclusive definition of what an educational game is. According
to our textbook, there are three basic criteria
for games: “ (a) Interactive rule set governing play (b) Conflict to drive play
(c) A win scenario/condition.” (Warren & Jones, 2017) A fourth criterion is required to make a game educational: does
the game effectively teach learners?
Growing up, my parents wanted me only to play educational games. I argued in less
eloquent terms that Tetris was a game
because it taught some problem-solving skills.
Tetris may help a person improve their spatial reasoning and eye-hand coordination, but there are no clear
learning objectives. Tetris also does
not have a clear way to assess what someone has learned, nor can you truly transfer this learning to
other domains.
Simulations, according to
the book, also do not qualify as “games.” Having a virtual galaxy or rainforest might be
highly educational. You can have game elements
within the simulation like a scavenger hunt.
However, the actual simulation doesn’t have learning objectives. There is something inherent in the definition
of games that requires a goal, and simulations do not have that.
My definition of an educational game includes games like Carmen Sandiego, Kahoot, and Mavis Beacon.
However, my definition would also include
things that don’t need technology. I would consider classroom versions of Jeopardy
review game an educational game. It has clear learning objectives, competition,
rules, and a win/loss condition
Effective teaching requires a combination of different tools.
The competitive nature of games is something that increases engagement. In the end, it is less critical
if something is an educational game, and more important
that students learn whether it be through
a game simulation or traditional teaching
techniques.
Deterding, S., Dixon, D., Khaled, R., & Nacke,
L. (2011). From Game Design Elements to Gamefulness: Defining
“Gamification.” New York, NY: MindTrek '11.
Warren, S. J., & Jones, G. (2017). Learning
Games: The Science and Art of Development. Denton TX: Springer
International Publishing.
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