Can Video Games Make the World a Better Place? Part 5: Education

Franksmall
Saturday, May 08, 2010

Editor's note: Frank continues to take up the cause of video games in this latest edition of his series. I already see widespread use of educational games in public schools, but I think Frank is correct when he suggest that we could use a larger penetration of this software in the console space. Unfortunately, I think most major console developers are more concerned about making money than they are about educating our children. - Jay


No fun!

Video games often become the scapegoat in today’s society. From school shootings to the fattening of our children, gaming makes an easy target for talking heads and supposed "experts" to point at and blame. These people see games as something foreign and dangerous. Many also believe that playing video games is an activity of no inherent value.

That is why I created this series. I believe that games are, by nature, an activity designed for entertainment. I also believe that games can be, and in many cases are, more than just an empty diversion designed to whittle away the hours.

This episode of “Can Video Games Make the World a Better Place” focuses on what I consider the least correct slight against my beloved hobby -- that they have no educational value.

 


Many gamers might not know about the company Leapfrog or its console, the Leapster. It is a rather cheap ($69) system which can most often be found in the toy section at big-box retailers like K-Mart or Wal-Mart. With games like Scooby-Doo! Math Times Two! and Disney Princess: Enchanted Learning selling between $5 and $25, the Leapster is a cheaper alternative to the DS. While its marketing-heavy lineup might still be selling your kids on movies, shirts, and other products to wear, the system and games are cheap, easy to use, and educational. This makes the Leapster an inviting gaming alternative for parents.

A large number of sites popped up on the Internet recently that offer a wide variety of free-to-play educational games. If you search for the term “educational games” on Google, you'll get around 44,700,000 hits. You'll find many sites similar to funbrain.com, which offers up flash-based gaming on subjects like math, reading, and grammar.

Primarygames.com also features educational games, but it offers more variety and more subjects than funbrain.com.


Sites like the nobelprize.org’s educational game suite award prizes to educational games and provide a list of previous winners of this prestigious prize.

My Healthy Cooking CoachOn the console side, games like Brain Age and Big Brain Academy carved out their own niche for a while and were even quite successful. Despite this success, titles such as My Healthy Cooking Coach or My Stop Smoking Coach With Allen Carr have mostly reduced the console and handheld space to instructional games. More legitimately educational games like My Chinese Coach and My Spanish Coach assisted some people with learning a new language. However, for every truly educationally valuable game out there, 50 games in the profitable (but rather useless) Imagine series found their way on to the already crowded retail shelves.

All of these examples show that games can teach the player while they entertain, but you can find numerous other educational titles, especially if you search online retailers such as Amazon for PC releases. While I found good evidence that the number of educational games available is growing, I do believe that developers are largely ignoring educational games and not releasing enough on the systems that could do the most good with them -- the major handheld and home consoles.

I'm happy that the sites listed above and devices like the Leapfrog exist, and I applaud Ubisoft‘s attempts in this area. However, these efforts are simply not enough. Most of the games that exist on the home/handheld consoles are instructional games or tools that reinforce previously learned information. They are, for the most part, not truly tools created for teaching.

If you allow me to get on my soapbox for one moment, I would like to say that I believe that if a company like Nintendo was to create a line of inexpensive teaching-based games it would do worlds to help remove the stigma that games have no value to gamers education.
I don't want to see every game designed to be educational. Sometimes a game should just be fun for funs sake. However, this does not mean that there isn't a market for games that are not made just for fun. As a matter of fact, Brain Age sold 19 million units. This speaks volumes about the demand for games with educational value. It's just a shame that no company (other than Ubisoft and its sometimes misdirected attempts) really followed up on this success with any type of true dedication in the console space.

Games get blamed for many of the ills of our society. While many gamers like to shirk off these accusations, I believe that it is worth taking the time to bring attention to the many positive facets of gaming that help to assuage some of these problems. Gaming, like almost any other hobby, can become a negative force in the wrong hands. Still, I believe that gaming has the potential to change the world for good and, in many ways, is already doing so.


To find out more about how video games are making the world a better place, read part one, Can Video Games Make the World a Better Place? (Re-Mission and Folding@home)Can Video Games Make the World a Better Place? Part 2: Creativity, Can Video Games Make The World A Better Place? Part 3: Charity, and Can Video Games Make the World A Better Place? Part 4: Body Movin'.

 
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Comments (4)
N712711743_851007_3478
May 03, 2010

I think Nintendo does a great job with education; I think beyond Leapfrog they are the best known (and best selling) of the bunch.  I have both Brain Age titles, Big Brain Academy and Personal Trainer: Math in my home.  I think that the whole business is probably better off than we're thinking it is; but it's hard not to roll eyes with Ubisoft's degrading library of "edutainment". 

Thanks to my wife being a teacher, I've seen more than my share of surprisingly good Flash-based education games that she gets my oldest to play as well as the kids she teaches.  Unfortunately, "hardcore" gamers have a hard time with the genre in general because if it's not catered specifically to them, it holds no worth.

All I ask is that developers take the time to make something that helps us learn and entertains at the same time.  It is possible.  Well, except for Donkey Kong Jr.  That one's kind of a joke.

Franksmall
May 03, 2010

I loved Nintendo's games like Brain Age and Big Braid Academy. Sadly, it seems like the Wii version of Big Brain and Wii Music not performing so well scared Nintendo off from plunging wholeheartedly into the educational games market.

That is a pretty poor misread of these games sales. Big Brain on the Wii was full priced and not fully featured when Nintendo has trained their customers that games like Big Brain would be more affordable. Wii Music simply did not work as advertised and it was not properly marketed as a tool, not a game.

I am in a Masters program to be a middle school teacher right not, and playing the 'games' on quizlet.com helped me score near perfect on my Praxis exam. I neglected to put that site on this post since it stretches the term 'game' a bit too far, but probably shouldn't have since it was the fun and variety that helped the terms I needed to learn sink in.

I do think there are a fair amount of interesting educational offering out there. The biggest problem I have is that they simply are not very visible unless you are seeing them used as a tool (most likely if you are a teacher) or using them (most likely as a student). The next biggest issue is that many teachers and schools are way behind the curve technologically, and have no ides these games exist, or have no access to the technology needed to use it.

There are a ton of little things I think Nintendo could learn from Leapster games. Things like having spoken word tracks as well as writing, and the word being highlighted when it is spoken are little things that Nintendo could add as options on their games that would make them more educational AND more accessible to younger players.

Having watched kids as young as 3 trying to play the DS, I have seen how under served this audience is. There may be games like Sponge Bob out there, but most of those aren't exactly designed for the age range that watches the show. I can't say how many games I had to return or exchange for people who had bought them for kids too young to understand how to play. A line of Leapster-type games could really net Nintendo some major cash.

Thanks for the response- sorry for my long winded retort.

Jayhenningsen
May 04, 2010

I do a lot of IT work in the public school systems of several counties around where I live. Even in this rural area where agriculture is the number one business, they have computer labs that are loaded with educational software. Titles like Math Blaster and Reading Rabbit are quickly becoming staples of early education.

I personally still wish that Typing of the Dead would make its way into schools. That would have made the typing/word processing class I had to take a lot more fun.

100_0005
May 09, 2010

As a secondary educator, I know that my students like Call of Duty way more than learning about the Great Depression. I think the real time most students check out mentally is high school, because they are finally getting some freedom and a lot of distractions arise from it. I try to make references to video game culture in my classroom, but I'm not sure that when they get older, educational games would make my students take more notice than endless time sinks. I sure would love to see someone try to make an educational game for older students though.

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