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The author claims “where games mostly fall short is that they’re not that transferable to the real world. The skills you learn are highly specific to that game,
by adrianhon 6y ago
The author claims “where games mostly fall short is that they’re not that transferable to the real world. The skills you learn are highly specific to that game,” but “this will change,” because the cost of game development is decreasing. But his conclusion doesn’t follow; we might get more educational games, but not necessarily ones with skills that are more generalisable.
As someone who’s spent the last 15 years making “serious” or educational games, the larger problem is that while it’s hard enough to design a good game that’s fun, it’s even harder to design one that’s fun and educational. So hard that most designers simply don’t bother, especially since it isn’t that lucrative.
- montagg 6y agoThat latter part is important: there's currently no incentive for the outcome the author envisions, at least not enough to produce truly great outcomes that are better than education as its exists today. Consider that many teachers have some pretty strong emotional and non-monetary incentives (they have to if they want to stick through all the bullshit) to do a good job, and it still produces educational outcomes that aren't great. While I do think student-driven activities within game-like feedback systems have a lot of promise for education, the educational system today could not use them effectively, and developer incentives today are not aligned with the outcome. However, you don't necessarily need actual software to come up with these systems. Consider Rafe Esquith's classroom economy, where students paid rent for their desks, could get income for different extra credit activities, and could buy other students' desks so they collected the rent instead of the teacher. Not a bad way to teach a whole host of complex economic issues without any software, and he did it for fifth graders. https://www.thinkadvisor.com/2012/05/22/teachers-charge-students-rent-for-desks/ https://www.thinkadvisor.com/2012/05/22/teachers-charge-stud... Imagine if all teachers were incentivized to experiment with these kinds of systems, and if they had the support to design and implement them, software or not.
- pcmaffey 6y ago> "where games mostly fall short is that they’re not that transferable to the real world." I'd argue that this will change because the "real world" will begin to more and more resemble games. Sports are a good analogy for this. There are entire cultures and subcultures, people's entire lives based around sports.
- camehere2saydis 6y ago> the "real world" will begin to more and more resemble games Especially as the kids whose brains grew up on videogames are already becoming decision makers and shaping society in their own image. Not saying that's a bad thing, either - the world is probably better off resembling a video game than a bad trip.
- jrumbut 6y agoThis si true and also exactly why this isn't such a great idea. If education is done by video games, employers will need to make work like video games, and that will l, naturally, pervade other aspects of life. The skills will become transferable because people use the skills they have and don't know what they don't know. I guess as a non-gamer I would appreciate less of life looking like a game? I am also very concerned about the lack of socialization in learning from games. Ultimately, for most people, getting along with others is by far their most important skill.
- Alex3917 6y ago> it’s even harder to design one that’s fun and educational Everything that exists in either the natural or human world exists because it's part of some sort of game. So yeah it might be hard, but almost by definition it should be possible.
- mettamage 6y ago@adrianhon: here's my trick. Instead of creating serious games. Teach people to be serious players! I have learned a ton from the following games: - Poker (statistics) - Any game (English) - Factorio (programming / software design) - Warcraft 3 (mental arithmetic and resource management) - World of Warcraft (market manipulation -- I created a temporary monopoly on an item and earned 500 gold within an hour as level 20 player, culture -- I met a South African person who spoke Afrikaans while I spoke Dutch) - The Werewolves of Millers Hollow / Maffia (politics, lie detection -- or lack of it, the difference between bad actors and ignorant people doing the exact same thing) - Imperial 2030 (investing)
- WrtCdEvrydy 6y ago- Eve Online (spreadsheets)
- hanselot 6y agoOn this, even the games with horrendous spelling teach you how not to spell. There is value in training your spam filters from an early age.
- burntoutfire 6y agoFor most people, poker will probably more likely lead into a gambling addiction (or at least a habit of regularly flushing money down the train at the tables) than an inquiry into probability and statistics. Most people are probably just not inquisitive enough to dig into the maths behind poker.
- scollet 6y agoI somewhat disagree with both these assertions for different reasons. A. Games mostly fail because of non-transferrable skills is not an interesting point. Most books, most paintings, most music follows a uniform distribution of mediocrity. This is the role of curation and recommendation networks. Skills of discernment, reactivity, and higher cognition can be gleaned from games at a very young age. B. Designing educational games can be a layer cake of complexity with the veneer of entertainment. I may be an outlier, but calculating expense sheets in Total War and following traffic laws in GTA were very formative experiences for me. They aren't the primary goals, but effective systems around the primary goals. There is a glut of puzzle and puzzling games for people of all ages to enjoy, now more than ever. I don't buy the argument that developers aren't trying. I think people are walking in with biases and summarizing games as a whole.
- IggleSniggle 6y agoI agree with you, and I also think whether games will be educational or not often as a great deal to do with temperament. But, like other media, put high quality, rich content with multifaceted depth is key to making an environment in which someone could learn something.
- scollet 6y agoYou're right. I'm speaking anecdotally. I suppose those support structures and context around play time is just as important as the medium.
- funkaster 6y agoI came here to say something similar. Several assertions in TA are just plain wrong. Making educationa video games might sound great, but it’s so incredibly hard that you might better spend all that time and money and invest it into training teachers to be even better at their job and maybe learning how to leverage tech to support their teaching.
- imtringued 6y agoI personally think most games just aren't realistic enough. There is this game where you use a plasma cutter to take a space ship apart. The plasma cutter doesn't actually slice panels in half. They just disappear. Minecraft is a bad game for learning to how to craft in real life because there is this work bench thing that does everything from basic wood working to building industrial machines. You don't need a hammer, screwdriver, drill, bench vice, manual saw, etc. There are some mods that force you to use basic chemistry to do things like create sulfuric acid or electrolysis to separate hydrogen and oxen in a long chain [0] to finally get a 4x multiplier on your ore. Those were a learning opportunity but the rest of the game just isn't like that. There are games like cataclysm dda that at least require you to have the right tools to craft something but that game is already hard enough as it is even though its crafting menu is a huge oversimplification. The closer these games get to reality the better they teach you about the real world.