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Designer's
Notebook

Educational Games Don't Have
to Stink!
Way
back in 1982, I took a university course in formal logic presented
entirely by computer. In those days it was done via a text-only
terminal attached to a mainframe somewhere else. Also - quite innovatively
for its time - it used automated speech generation to speak its
text as well as showing it on the screen. The program demonstrated
the principles of logic, then offered me problems to which I had
to type the correct answer.
I
found it slow going. Although the machine allowed me to proceed
at my own pace, the material was dry and presented without any reference
to the real world. There was no equivalent of the "story problems"
that we used to get in math textbooks, which gave practical applications
for the concepts we were learning. In fact, I came within an ace
of flunking the course because I didn't get through enough lessons
in time.
The
logic class at Stanford was one in a long line of efforts to teach
people things using computers, stretching back to 1960 and possibly
even earlier. Formal logic was an obvious subject for computerized
education. The system's designer, legendary philosophy professor
Patrick Suppes, crafted a robust and efficient means to teach it.
What he couldn't do is make it inspiring or personally meaningful.
Later
on I took another class with Dr. Suppes, at the very opposite end
of the curriculum: the political philosophy of liberty. It was the
first time I met him, because he had never appeared in person during
the logic course. We read the works of John Stuart Mill, Mary Wollstonecraft
and Friedrich Hayek, among others. There were only three people
in the class, so we all just sat around a table and talked about
the things that we had read. Dr. Suppes did not lecture or make
pronouncements. He treated his students as equals, fellow-seekers
of truth, so long as they were intellectually honest. His eyes were
black and hard, and when he peered at you from under his bristling
white eyebrows, you knew that you had his full attention
and
that you had better say something that was worthy of it. I felt
as if I were back in ancient Athens, sitting under the tree with
Socrates. It was scary and exhilarating, one of the best classes
I ever took.
I
had had two courses, both ostensibly from the same man, and the
contrast between the two modes of teaching could not have been greater.
The former went in one ear and out the other, and I learned the
material only for so long as it was necessary to solve the problem
sets. The latter introduced me to ideas that I still think about
today. It wasn't just a question of the nature of the content, but
how I learned it and what I could do with it.
My
feeling as if I were studying with Socrates isn't just exaggeration.
Suppes himself has written in his "Intellectual
Autobiography" (1978):
the
best work [in computerized education] is yet to be done and will
require solution of formidable intellectual problems. The central
task is one well described by Socrates long ago in Plato's dialogue
Phaedrus. Toward the end of this dialogue, Socrates emphasizes
that the written word is but a pale image of the spoken; the highest
form of intellectual discourse is to be found neither in written
works or prepared speeches but in the give and take of spoken
arguments that are based on knowledge of the truth. Until we
have been able to reach the standard set by Socrates, we will
not have solved the deepest problems in the instructional use
of computers. How far we shall be able to go in having computer
programs and accompanying hardware that permit free and easy spoken
interaction between the learner and the instructional program
is not possible to forecast with any reasonable confidence, for
we are too far from yet having solved simple problems of language
recognition and understanding. [Emphasis mine.]
Over
twenty years later, we're still a long way from meeting the Socrates
Standard. "Teaching machines," as they were once called,
have mostly failed us. They're OK for typing, or for drill-and-practice
lessons, only just tolerable for things like chemistry or history,
and hopeless at debating the political philosophy of liberty. They
generally teach in a linear, inflexible way. They cannot think up
new analogies to help convey an idea to a student. A good teacher
can adapt his approach to the strengths and weaknesses of his audience
on the fly. It's like the difference between a computerized dungeon
master and a human dungeon master in a role-playing game. The human
can modify the quest to take into account the particular composition
of the party of adventurers.
A
lot of bad educational software was designed beginning with the
assumption that human interaction is unnecessary, and teachers are
superfluous. This is wrong. Good teaching still requires a teacher.
A teacher's two greatest tools are charisma and attention,
both things that computers cannot offer. A teacher uses his charisma
to create interest and excitement in the student, and uses his attention
to reward, punish, and compel attention back from the student. A
student knows that when a computer program says "Well done!"
it's just a programmed response, and if she does badly or ignores
the computer, the computer doesn't really care. Computers don't
pay attention; all they do is sit and wait for input.
When
you start talking about computer games, as opposed to other
instructional software, the situation gets even more complicated.
Now you're not only trying to teach, but to do so in an entertaining
way. Lately there has been growing interest in using computer games
to teach, both in schools and in the home. As a longtime game designer,
and as a more newly-minted teacher, I have a somewhat heretical
view of this.
My
heretical view is simply this: computer games don't teach.
I think the idea that you can teach using computer games is based
on a flawed analogy between gameplay and learning. Here's how the
analogy goes. Players of games have to overcome obstacles in order
to achieve victory. They do this by learning the weaknesses, or
limitations, of the opponents they face. Similarly, students learn
knowledge in order to pass tests. So learning a fact is equivalent
to defeating an enemy, and passing a test is equivalent to achieving
victory. And a great many educational games are created this way.
This
is a terrible way of learning! Why? Because in playing a
game, the instant an enemy is dead, we forget him. We are only concerned
with him for as long as it takes to beat him. This was, in effect,
what happened to me with the computerized logic course. I passed
each lesson, and remembered its message only insofar as it was necessary
to pass another lesson. When they were all done, I forgot the lot.
(That
"forgetting" is a positive benefit to us as game designers
- it makes games replayable! If you didn't have to re-learn a bit
every time you played, to re-experience some of the challenges,
games would have no replay value.)
The
analogy is flawed because computer games are not good at
imparting knowledge or explaining principles. That's not what they're
designed for. They're disorganized and chaotic - intentionally so,
that's part of the fun. Games throw a whole collection of challenges
at the player, usually all mixed in together, to create an exciting,
varied experience. Even a simple first-person shooter usually combines
explore-the-space, avoid-the-traps, find-the-keys, shoot-the-monsters,
jump-the-crevasse, conserve-your-ammo, spot-the-secret-doors, and
don't-get-killed, all at the same time! In Sim City the player
has to look after money, power, water, roads, crime, pollution,
tax rates, and so on, again all at the same time - and that's before
actually doing any city planning or dealing with disasters. If you
fire up Sim City and you don't already know what you're doing,
you'll probably fail and have to try again. You have to discover
its principles by trial-and-error. That's unsystematic and grossly
inefficient. Good gameplay, perhaps; bad pedagogy for sure.
In
short, it's my belief that games don't teach, they illustrate.
That's an important distinction. Games are not useless in the educational
process, but they're not good at teaching per se. Games are
good at creating understanding of knowledge the student already
has. And they're excellent at transforming abstract ideas into concrete
experience. Games don't teach, but they can help people learn.
Sim
City came with a big manual that explained all the ideas upon
which the game was based. If you wanted to play the game well, you
had to read the manual first, and then when you played the game
you could see the ideas in action. The manual taught; the game illustrated.
Big manuals are out of fashion nowadays, so instead we use tutorial
levels. But the tutorial levels are not the real game. They're a
stripped-down version of the game that explain a few principles
at a time. Unfortunately - unlike a manual - they're also expensive
to create and take up a lot of disk space. And they certainly don't
come anywhere near the Socrates Standard.
So,
having said all this, I have a number of concrete suggestions for
using games as part of an educational process.
Admit
that games don't teach, they illustrate. If you're going to
create an educational game, make a game that shows rather than tells,
that turns intellectual knowledge into visceral understanding.
Don't
make games that are too much fun. It would be a mistake to try
to demonstrate the principles of flight using a combat flight simulator.
A fighter jet is so powerful that it is much less affected by gravity
or the winds than a single-engine Cessna is. Furthermore, a combat
simulator has too many distractions: radar, missiles, enemies, missions,
and so on. The students will spend all their time fighting and ignore
the basic concepts they're supposed to be learning. It's simply
too much fun, and the game rewards things that have nothing to do
with flight itself: enemy kills rather than coordinated turns. Instead,
create a simple game that directly illustrates the principles and
ties victory to understanding them. Avoid irrelevant details that
are lots of fun but have nothing to do with the subject.
Games
that are too much fun are usually made by professional game designers,
who treat learning as a by-product, not an essential element of
the gameplay.
Don't
make games that aren't fun enough. These games are usually designed
by teachers who don't know enough about entertainment. They're often
poorly-disguised drills, or are insulting to a child's intelligence
("Quick! Mr. Spock needs to know the sum of 2 and 2!").
Such games fail to engage the student's imagination, and there's
little connection between the material to be studied and the (often
rather feeble) game world in which it is supposedly being used.
You must find a way to meaningfully and above all coherently incorporate
the educational content into the gameplay.
Don't
make games that take too long. Commercial games often have huge
setup times - creating characters, learning the user interface,
building a base, and so on. Commercial games are designed to last
from 20-40 hours or more, which they do by dumping the player into
a minefield of simultaneous challenges or introducing their ideas
very slowly, with tons of repetition. This is called providing value
for money, but you can't afford it an educational environment. In
a school, the bell rings every 50 minutes. An educational game needs
to get straight to the point and move along steadily.
Don't
make games that obscure the principles you want to illustrate.
Games like Sim City are driven by interrelated systems of
equations, and as I said above, require the player to manage a whole
series of problems at once. Rather than illustrating a single idea
clearly, they illustrate many ideas complicatedly. This is OK if
your main point is to show just how difficult a city planner's life
is; but if you want to study a specific relationship, then the student
must be able to hold all other variables constant and observe the
effect of changing just one. (Sim City is actually better
than most in this regard; Sim Earth was nearly incomprehensible.)
Include
advisors. An advisor is a computerized character that pops up
from time to time to highlight problems and suggest courses of action
to the player. In some games it isn't a character, just a scrolling
text bar or window that displays the same kind of information. As
a general principle of game design, all games need a feedback mechanism
to let the player know how he's doing, but advisors also give hints
or make recommendations. These help to reinforce in the player's
mind how a particular issue is to be managed. In Theme Park,
for example, the advisor said things like, "The roller coaster
has broken down. Send a mechanic."
Don't
forget the value of creative play. Up until now I have been
talking about concepts, challenges, and consequences -- classic
competitive gameplay. But creative play has educational value too.
You can learn about the principles of mechanical engineering by
designing and testing bridges, as in Bridge
Construction Set (formerly Pontifex II) from Chronic
Logic, which won the Independent Game Festival's Audience Award.
You can learn about human perception by mixing colors in additive
and subtractive modes. You can learn about genetics by breeding
new creatures in an artificial life game. A game does not have to
feel like a thinly-disguised exam. Look for ways to let your students
experiment and create rather than just answering questions.
Don't
try to serve chocolate-covered broccoli. You can't make a kid
like broccoli by covering it in chocolate. A computer game can't
make someone take an interest in a subject purely by dressing it
up with fancy graphics and audio. Furthermore, educational software
cannot ever compete with multimillion-dollar commercial games, any
more than wildlife documentaries can compete with Hollywood blockbusters.
It is an expensive, wasteful mistake to try. Strive to be the best
at what you are, not what you wish you were. Choose a level of visual
and audio content that fits within your budget, then execute that
content as beautifully as you can within those constraints. It's
quality, not quantity, that counts.
There
are a lot of cheap, cruddy educational games out there, and the
problem is often both poor design and poor production values. But
a great artist or a great writer can work wonders with nothing but
a pencil if they have the talent for it, and the same is true of
a game designer or a teacher. Educational games don't have to stink,
and as a learning "modality" (to use a buzzword currently
popular in academic circles), they don't deserve the bad reputation
that they currently have. The idea of using games to learn is a
good one even if some of the implementations have been poor. Let's
keep working towards the Socrates Standard.
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