Sunday, December 13, 2009

Computer games with learning value

These are games which were originally developed for adults or older children and which have potential learning implications. For the most part, these games provide simulations of different kinds of human activities, allowing players to explore a variety of social, historical and economic processes.
For example:
City-building games such as the SimCity series (1989-2003) and Caesar (video game) (1993-2006) invite players to explore the social, practical and economic processes involved in city management;
Empire-building games such as the Civilization (video game) series (1991-2005) and the Europa Universalis series (2000-2007) help players to learn about history and its political, economic and military aspects;
Railroad management games such as Railroad Tycoon (1990-2003) and Rails Across America (2001) illuminate the history, engineering and economics of railroad management.
Do games such as these qualify as edutainment? To do so, they would need to have been created with a clear educational intent. In their publicity material, the developers of these games such as these generally focus more on the 'fun' aspects of the games rather than their educational potential. This might be taken as evidence of an absence of educational intent. On the other hand, large amounts of information of an overtly educational nature may be found within the manuals of many of these games (for example, Europa Universalis, Railroad Tycoon and Rails Across America), suggesting that education was indeed very much in the minds of the developers. Accordingly, these games may be classified as edutainment.
In any event, the games have been enthusiastically received in some educational circles and even passed into academic literature

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