Games can be designed to teach facts, skills, processes and behaviors as well as problem solving, reasoning and creativity. They can come in the form of single player or multiplayer games, involving complex role-play or simulation. The attractiveness of complex games is their 'hard fun' -- because serious learning is required in order to master the games, they generate a higher level of satisfaction.
Educational game expert Mark Prensky identified six elements of games which make them engaging, providing intrinsic motivations for the players to persist with the game:
- Interaction: The ability to influence the environment is one of the basic requirements of all interactive activities, including games.
- Rules: Games set down limitations and draw lines on how the players may interact with the elements in the game. Players learn the rules and their options very quickly.
- Goals and objectives: Games use well-placed incremental goals and challenges to step the players through the games, rewarding them with the satisfaction of accomplishment.
- Conflict/opposition/challenger: Providing a conflict or an opposition ties in with the objectives of overcoming this hurdle. Very few people can resist a fun challenge and its rewards!
- Outcomes and feedback: The above are supported and strengthened by providing clear and immediate feedback on the players' behaviors.
- Story: A gripping and interesting story provides the needed reward to encourage the players to accomplish the goals.
While games do not fit into a standard model of teaching, they provide deeper levels of processing, thus learning, through their immersive experiences.
Campus units such as the GEL Lab and vuDAT will be able to work with you to develop educational games. The MindGames community brings together faculty, staff and students who share interests in this area.
MSU Example
Advertising Professor Hairong Li developed a Jeopardy-like computer game for students to answer advertising questions.
MSU Example
MSU Writing Center and the Writing In Digital Environment Research Center created "Ink", an imaginary world designed to train players' writing skills. The players earn and spend ink currency through writing and related activities.
Other examples
The United Nations World Food Programme (WFP) uses Food Force, an educational video game to tell the story of a hunger crisis on the fictitious island of Sheylan. It is comprised of 6 mini-games or “missions”, taking players from an initial crisis assessment through to delivery and distribution of food aid, with each sequential mission addressing a particular aspect of the process.
Real Lives enables players to live one of billions of lives in any country in the world. Through statistically accurate events, Real Lives brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, etc.