Far too many educational games out there are nothing more than template games skinned with educational content. I wonder why people make these kinds of games. Is it because they are easy to design, or do they really not understand what it is about a game that makes it a valuable learning experience? Is it games they don’t understand, or instructional design? Both?
There are still a lot of classroom teachers who think ‘Jeopardy’ qualifies as a game in the same way as Black and White or Rollercoaster Typhoon. Jeopardy may be a fun way to skin a drill exercise, but I would not call it a game in the same sense as the other two. I think Jeopardy has a place, as do Bingo games and others. Some things need to be memorized, and if wrapping them in a game makes them a little more fun, then that might not be a bad thing.
However, the notion that the creation/appropriation of a few templates passes for actual game design is misguided. Personally, I’d like to see these kinds of games placed in their own category. If I can take the same mechanic and use it to create a different game, then it’s a template game. If the content in the game can easily be converted to a worksheet, then it’s a template game.
If you can design a game where the learning goals are actually integral to the game itself, it’s not a template game. These are much (MUCH) harder to design, but they have the potential to deliver a much more powerful message.
Just in case you still don’t know what I mean, here are some examples of template games that use the ‘Diner Dash’ mechanics. This is the kind of game where players must deal with a customer who places some sort of order before the customer gets tired of waiting and leaves. As educational example is Dr. Transplant. The problem with using this template for an educational game is that unless the actions within the game actually connect with the learning objectives, the game ends up being nothing more than window dressing.
I came across another example just the other day. Wonderville, Alberta’s science site for youth recently released its newest game called Allergy Invader. From the game’s description:
The body’s immune system protects the body from harmful agents but sometimes it can also react to things it should ignore like insect venom, pollen or food, an allergic reaction. As an evil apprentice take control of some common allergies (bee venom, pollen and food) and navigate the systems of the body to see how an allergic reaction is caused. You’ll have to be quick to make it through the body and cause the allergic reaction.
Sadly, the game is simply a re-skinning of a common scrolling obstacle course (like Mario, only less functional, and far less fun). There is nothing about the mechanic that connects with the content. I am disappointed at the lost opportunities to create a mechanic that actually demonstrates the actions of the B-cells and T-cells. It really wouldn’t have been all that hard to do while still using the side-scrolling idea.
Another stellar failure in this genre is the flash game called Number Cop.
Sigh.
Crappy games are crappy games – you don’t get an exemption just because it’s educational too.
Don’t make it into a game just because it’s the “now” thing to do. You are far better off making an interactive worksheet that is interesting and engaging than making an educational game that isn’t.
Being pretty isn’t enough when it comes to games. (See my posts about the decorative media principle).
