This article from the peer-reviewed internet journal First Monday explains why videogames shouldn't be distractions from homework--they should be homework. Begona Gros has really made some good points in this article that I hope will resonate through the academy, or at least through the computers & writing part of it!
Gros focuses on how videogames encourage interaction with technology. Truth be told, my interest in computers began with games, and games have always been a big part of my recreational life. Back in the day, my dad would often bring home new games without instructions of any sort (Arr, me matey). My task would be to find out how these games worked, and it wasn't always easy. I remember having to type every key on the keyboard and memorizing what did what; for instance, the equal key may launch a missile, etc. Computer games were usually harder to figure out than videogames, because the computer games came with manuals. This was interaction at its finest; far more involving than turning on a TV show and kicking back.
Now, one thing I hope Gros isn't suggesting is that we bring in "educational" videogames to school. For some reason, educational games are almost always hopelessly boring, banal, and awkward with their hit-you-over-the-head educational content. I played videogames to escape the classroom--I'd never use them to simulate it.
What were your favorite self-proclaimed educational games? I'm sure most people would list Where in the World/Time/Hell is Carmen Sandeigo...



Oregon Trail
My students sigh nostalgically when I mention "Oregon Trail." I never played it, but I was personally enthralled by the concept of "The Typing of the Dead," where zombies come at you wearing words around their necks and you blow them away by typing the words. Now that sounds like fun.
Dennis G. Jerz
Literacy Weblog
I used to post here with the ID JerzDG.
CGA-game Goodness
Maybe they weren't all CGA, but, ah yes, Oregon Trail, and Where in the World/U.S. History is Carmen San Diego, and Hotdog Stand, and on and on. (And what of those unofficial games of "Scorched Earth"? That was THE computer lab game when I went to high school.)
I think the best method might be "repurposing" games from the entertainment industry for educational purposes, using them as interfaces more than anything else. I heard some talk of using Black and White at one time to discuss ethics, but I've never known anyone to do it. And does anybody know of the F9 group (F7, G9 group maybe)? Supposedly it's a group that has published lessons plans using computer games in a journal somewhere for several years now (I think the journal is published in Spanish).
My political-science-major ex-roommate raved about "Tropico," a simulation of a Carribean-island dictatorship that he thought would be great for teaching political principles. The game was base don the Railroad Tycoon engine and was somewhat free-from, allowing you to select your own political goal between 'building and sustaining a large population, funneling millions into a Swiss bank account, making your people happy, or simply enjoying a long career.'
Are gaming skills at least as useful as test-taking skills? What if standardized tests were replaced by year-round MMORPGs? "Only got to level 57? Sorry, we can't advance you to the next grade."
Oregon Trail...Thankfully, we
Oregon Trail...Thankfully, we also had Moon Patrol and a game called Civil War (yeah, this one was really educational..right!)
It's fairly obvious to me that adventure games like King's Quest, etc., can help stimulate learning and problem-solving. Games like Halo involve a whole set of team and planning skills, not to mention management. I felt as though the game Police Quest taught me a lot about criminal justice. ;-)