
Talesworth adventure is a wonderful logic puzzle set deep in a dungeon maze of a medieval fantasy world. You don't have control over the main character, Questy, simply runs headlong into danger. Instead, you need to strategically place bags of treasure and one-way doors in order to guide him to the end of each level. While it may not have any explicit educational value, the types of lessons you'll learn while solving each level is a perfect preparation for the kind of logical problem solving a person needs in order to learn computer programming.

Clark Aldrich once said that about educational games that:
"Game elements are the spoonful of sugar that helps the medicine go down." (“Learning by Doing”, p. 85)
This is the attitude that learning is boring, and that we need to add the game elements to an educational game in order to make it bearable. I fundamentally disagree with this approach to educational game design. One of the central themes of Raph Koster's A Theory of Fun for Game Design, is that fun comes from learning new skills. Games get boring once we master the skills needed to play them, and they get frustrating when we aren't able to gain enough competency. That's why it's important to make sure your games difficulty curve is optimized to constantly be just challenging enough.
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