Knowledge cannot be taught it must be learned.
Knowledge cannot be taught it must be learned.
What makes rich families generationally rich is not autodidactism, but skill transfer and network effects. For example, it's easier to handle money when you've been around people who know a lot about finance and money movements than it is to autodidact-learn about money.
We are building a World of Warcraft-esque game for students learning languages, and we have people playing for 3-5 hours upon signing up (we had one student who signed up and played 10 hours within the first 24 hours of signing up). Students absolutely LOVE it.
I do believe the future of education is gaming. Unfortunately most of the world believes that it is gamifying things that aren't games inherently. MMORPGs with levels, items, and avatars are games. Flashcards with points are not.
Well, that's one way. Any teacher who has used word-searches, acting, rhyming games, etc has found other ways. Don't get me wrong, there are a wealth of awesome startups in this space making apps, and I think they have a lot of potential, but they are certainly not the whole story, until we have something out of "The Diamond Age: A Young Lady's Illustrated Primer".
Lots of good actual science takes place in the real world, and a video game can certainly be part of the solution, but there's a lot of room for engineering and whatnot that can be part of an autodidactical solution that won't live in an app.
Civilization, Lords of the Realm, Caesar II, Robert E. Lee: Civil War General, Close Combat, Total War, Pirates!, Anno 1602, Europa Universalis/Crusader Kings/Victoria/Hearts of Iron, Age of Empires
Or to go way back, Math/Word Rescue, Treasure Mountain, Midnight Rescue, Carmen Sandiego, Oregon Trail, the crazy game that was part of Encarta, Dr Brain, Maxis Sim games all taught me math, geography, history, logic, physics, etc.
If you haven't played "Civil War Generals 2: Grant, Lee, Sherman" you should. It's Robert E. Lee: Civil War General but with the brokenness fixed—there's a victory point system that's in part based on locations held, which keeps you from just turtling on the nearest high ground and waiting for the enemy to come into cannon range—and a much larger campaign. It's kind of tricky to run these days, and is a bit unstable even under ideal conditions. Best solution may involve a Win98se VM. :-/
The Encarta game was awesome. I'd forgotten about it. Thanks for the memory.
Too bad that the only real option to play it these days is still 800x600 on a Win98 VM. If GOG ever offers a version that works on modern operating systems, it will be a "Shut up and take my money" moment for me.
Someday, I want to build a medieval/ancient set game with the same general mechanics...
I remember loving Microsoft Dinosaurs—a wikipedia search for it redirects to a list including that and a bunch of similar looking titles under the Microsoft Home label—and Explorers of the New World, which even the Internet apparently barely remembers judging from the google results. They'd be OK for a 1st grader but those weren't even games, really.
Main issue is they're all old. A few are hard to run. Some are only available on used CDs. Not sure how they'd keep a modern kid's attention. I gather there are some good games like this on tablets and such, but my kids aren't quite old enough for that stuff yet, so I can't recommend any.
Side note: I'm pretty sure playing Doom, Dark Forces, Wolf3D, and other FPS games with confusing maps from young age is ~20% responsible for my wicked-high scores on spatial reasoning tests (Building lego sets from the instructions can be credited with the other ~80%) so, there's that.
[1] https://en.wikipedia.org/wiki/Munchers
[EDIT] wold3d -> wolf3d
Blizzard is never going to give away their back catalog (they'd sell it themselves). Neither is Valve. Nor, most likely, is EA, with their awful Origin service.
Then there are all of the newer games that you can find anywhere... Obviously, they've got to make money and focus on what pays the bills, but it makes me happier when I see abandonware and unavailable games get legitimate releases on there, compared to when its something already on Steam.
I believe the core issue is just about agency: kids will enjoy and learn from anything and everything if they don't feel forced to do so. The best way to absolutely ruin a book? Make it a required reading in school. The best way to make a totally crap game that is neither fun nor educating? Make an educational game.
If you want to kids to learn and have fun at the same time, you have to accept the model of "entertainment first, education incidental" as opposed to "education in game's clothes". But that's hard to do because people assume, probably based on their own experience in the crappy school system, that learning must be about hard work. Yes, learning involves a lot of work, but it's not hard if you find it fun.
In other words, maybe the issue isn't whether or not something is assigned. Maybe the issue is whether or not the teacher cares about - and is excited about - the material. If the teacher thinks it is fun, maybe being assigned it is not such a heavy burden to bear.
My 5 y. daughter is completely enthralled by a spelling and reading game on IPad. This leads me to disagree and claim instead that a crap game is not made good by educational goals but a good educational game is provably plausible - it just needs to be a good game.
One of my favourite childhood games (Logical Journey of the Zoombinis) was all about maths, logic and problem solving, and I credit it for a lot of my early interest (and success) in those areas.
As a quick plug for something I loved - they recently kickstarted a remake http://www.zoombinis.com/ - I'd highly recommend it. (Not involved, besides backing the kickstarter).
Yes, exactly that.
My biggest problem with the education ecosystem is that adults try to bullshit kids instead of facilitating learning, and at the same time they forget children have perfect bullshit detectors - they haven't yet learned to question their intuition that something is pointless, or lie to themselves to get through drudgery.
Games are not made by just colorful graphics and telling a story. Kids can tell when you try to trick them into doing something they think is pointless, and it also erodes their trust quickly.
Games can definitely help with strategical thinking, "people skills", and even learning, but to say they're the future is misguided. Supporting children who have interests is the way I think is best followed, and that can be incredibly resource intensive.
Kerbal Space Program in AP Physics (https://www.reddit.com/r/KerbalSpaceProgram/comments/1jcnyl/...)
Diplomacy [the Avalon Hill boardgame] in 12th Grade Humanities (https://boardgamegeek.com/thread/386460/diplomacy-classroom-...)
The second example is particularly fascinating. We can expect games to apply and reinforce studies in a technical field or to stimulate interest in history, but using a game to teach rhetoric and its ability to express and manipulate is something else.
Unfortunately, the stuff that's designed for education is Lame -- intellectually superficial, and boring for the kids -- and they know it. The companies that make that stuff are politically connected and mainly good at selling to school administrators.
It's been this way since the birth of the educational software industry.
Now I admit that I've never played video games, but I can't imagine creating an artificial learning environment that's as rich as going outside to play, making things, or writing code.
My impression is that the CC curriculum (neglecting variations that I haven't seen) is so ostentatiously mainstream, that I can't fathom how it became controversial, except that people mistakenly associate it with standardized testing.