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  • Showing only topics in ~games with the tag "education". Back to normal view / Search all groups
    1. Games that meaningfully teach you things

      I've been deep in learning how to rewire sections of my house, trying to understand the logic behind my older (1950s-era) electrical system. In the process, I came across a free game on Steam...

      I've been deep in learning how to rewire sections of my house, trying to understand the logic behind my older (1950s-era) electrical system. In the process, I came across a free game on Steam called Wired developed by the University of Cambridge's Engineering Department. It's a puzzle game that gradually introduces core concepts in circuitry and logical flow. It doesn't replace proper training, but it is an engaging supplement compared to reading electrical code books.

      But anyways, I though I would ask about games that don't just entertain but also teach. Not strictly edutainment in the shallow sense, but games that impart understanding, intuition, or practical knowledge through their mechanics.

      What are some games you've played that taught you something substantial? I'm thinking anything from real world skills, conceptual insights, functional knowledge, or anything that stuck with you after playing.

      50 votes
    2. If you had to teach a class on an element of gaming, which games would you put on your syllabus?

      Here's the task: pretend you're a professor! You have to do the following: Choose a focus for your class on gaming (with a snazzy title if you like) Choose the games that you, as a professor, will...

      Here's the task: pretend you're a professor! You have to do the following:

      • Choose a focus for your class on gaming (with a snazzy title if you like)
      • Choose the games that you, as a professor, will have your class dive into in order to convey key concepts
      • Explain why each game you chose ties into your overarching exploration

      Your class can have any focus, broad or specific: level design in first-person shooters; the history of pixel art; the psychology of non-linear narratives; the use of sound effects in mid-2000 platformers; the limitations of turn-based systems in tabletop strategy games, etc. Anything goes, and any forms of gaming are valid!

      After choosing your specific focus, choose games that you would put on your syllabus as a sort of "required playing" for students, and talk about why you've chosen each item and what it brings to the table. If you decide to choose, say, NetHack and The Binding of Isaac for your class on "Roguelikes, Roguelites, and the Fallacy of the Berlin Interpretation", discuss how those particular games illustrate some of the key concepts you want to convey to your learners.

      While I'm intending this to be serious and straightforward, I also like the idea of people having fun with it, so feel free to come up with some less serious or more entertaining classes. I'd love to see the outline for course that explored, say, the history of exploding barrels or an investigation of taste levels in the fashion of JRPG outfits.

      19 votes