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Frog Fractions

 

Jon Aleckson 11/14/2012 - 14:38
Asia Comeau's picture
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Ancient Lives, from Zooniverse

In July, researchers asked the public for help in translating hundreds of thousands of ancient papyrus fragments in the Ancient Lives online project. On the Ancient Lives website, anyone can play a quick tutorial and then start identifying Greek characters in papyrus fragments.

Just a few days ago, gamers on the protein-folding game FoldIt solved a biological puzzle that had scientists completely baffled.

With the Internet and social media bringing large numbers of people together, there is a great opportunity for causes such as Ancient Lives and FoldIt. Games with a purpose, as these initiatives are sometimes called, harness the power of people to advance human knowledge. In return for lending our collective brainpower, we get the excitement of contributing to something meaningful and, ideally, we enjoy a fun game experience as well.

Have a free moment? Try one of these games with a purpose:

Asia Comeau 09/20/2011 - 15:37
Michael O Brien's picture
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Well folks, my brief stint as an occasional blogger at Games Can Teach is coming to an end. I’ll be starting a postdoctoral teaching fellowship at Luther College in the fall, and thus leaving GCT in the able hands of my soon-to-be-former co-workers and co-bloggers.

Before I go, however, I’m happy to be able to introduce Virulent, an exciting new game from the Morgridge Institute for Research at the University of Wisconsin-Madison.  The game is available as a free app for the iPad through the iTunes Store, or through the game website.

Michael O Brien 07/18/2011 - 11:43
Asia Comeau's picture

There has been a lot of buzz about texting while driving lately, so this week, I thought it necessary to review a game that tries to teach about the dangers of distractions while behind the wheel. What came to mind was a game that The New York Times brought to light in an article called Gauging Your Distraction.

Gauging Your Distaction - Gameplay Image

In this game, you operate a vehicle that is passing through a series of gates that cover six numbered lanes. As you pass through them, you receive intermittent text messages on a cell phone that you must respond to by using your mouse to click on keys on the phone, simultaneously you must safely navigating to the correct lanes with the open gates by using the number keys on your keyboard. At the end of the game, you are shown a bar graph of your reaction times throughout the course of the game, and how they varied between the times when you were texting and the times when you were weren’t. You are also shown a comparison of your reaction time while texting to the average player’s reaction time, alongside some interesting facts about texting while driving.

Asia Comeau 12/08/2010 - 16:34
Michael O Brien's picture
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The recent controversy in the popular press over the Electronic Arts release Medal of Honor got me thinking about the ways that “black hat” narrative perspectives can be effective in educational games. If you’re not familiar with the controversy in question, the short version is that the game was originally designed to allow players in multi-player mode to select to play as the Taliban in a present-day military conflict set in Afghanistan. They’ve since removed that option, for what it’s worth.

I understand EA’s original idea from a game-design perspective – I think this New York Times editorial sums up the perspective nicely. But I also understand, and am sympathetic to the reasons why U.S. military, their families, and Americans generally find the notion of killing Americans, even fake digital Americans, as a form of entertainment supremely distasteful and inappropriate.

Because I’m not a recreational gamer, however, and because I spend a good part of my work day thinking about how to use games and simulations as meaningful learning experiences, I had another reaction to this controversy:  What if instead of a recreational game, Electronic Arts were building an immersive simulation to train U.S. troops prior to deployment to Afghanistan? In that case, wouldn’t the opportunity to play as the Taliban be a really useful (if uncomfortable) learning experience?  Isn’t the ability to see the world through the eyes of one’s enemy a really important tactical skill? Couldn’t it even (if the simulation was realistic) import some strategic insight that could save American lives?

I don’t really know anything about the military, so I’m kind of guessing here. But I can think of a couple of other educational games where putting the player in the bad guy’s shoes is, I think, a really effective design strategy.  I’ll discuss them after the break.

Michael O Brien 10/27/2010 - 09:15
Joe Rheaume's picture
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Anthony Pecorella

We were able to get Anthony Pecorella, designer of CellCraft to answer some questions about the game, and educational game development in general.

Anthony currently works as Head of Developer Relations at Kongregate.com and has been long been an aspiring game designer, though had only casually dabbled in Flash games prior to his work on CellCraft.  He studied mathematics and computer science in undergrad and graduate school at Wake Forest University.  He's also a band geek, avid bowler, and shows a canine-like love of catching Frisbees.

Can you give us a brief history on how and why CellCraft was created?
 

Joe Rheaume 08/27/2010 - 13:39
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Preparing lysosomes and enzymes to defend against a viral infection

CellCraft is an educational game that seems to have been designed with the specific purpose of education the public (or at least the casual game market) about cell biology!

The game slowly introduces you to the mechanics of cell biology through a series of very well-designed tutorials. Each level will introduce one or two new problems that a cell might encounter, and then present you with an new enzyme, organelle, or function that the cell can use to deal with that problem. Gameplay is similar to a simple Real-Time Strategy game, which is a perfect fit for the educational content. Matching game elements to learning objectives is probably the most difficult part of educational game design, and this is a great example of a game that does it well. The tutorial makes good use of metaphor, explaining that ATP is like energy; glucose is like fuel; mitochondria is like a power plant; amino acids and fatty acids are building materials; enzymes and vacuoles are your defenses, and ribosomes are like factories. Many players of RTS games already know how to collect and use fuel and materials to build things with factories, so the metaphor helps reinforce the relationship between gameplay and learning objectives even more.

Joe Rheaume 07/15/2010 - 13:09
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Designing a Tool in Sprocket Rocket

Aardman Digital has released several very good Flash games in recent months. Home Sheep Home is great fun, but isn't really all that relevant to educational games so I'm not going to spend any time talking about it.

Their most recent game Sprocket Rocket, was created to teach about the various functions of the the UK Patent and Trademark office. The game features the eccentric inventor Wallace, and his patient assistant Gromit, from Aardman's famous and award-winning animated Wallace & Gromit films Players get a crash-course in intellectual property law by flying their little steam-powered rocket pod around a map and collecting little stickers that reveal small snippets of information about copyright, trademarks and patents. The way the game delivers the educational content isn't that impressive, but the way the game gets players to care about that content definitely is!

Joe Rheaume 06/01/2010 - 16:08
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Questy is about to be stuck in an infinite loop.

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.

Joe Rheaume 05/04/2010 - 14:43
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The only game mechanic is choosing one of two options at every branching point.

Air Pressure is a short "interactive visual novel" written by Bento Smile using a program called Ren.Py, which is a "Visual Novel Engine". Air Pressure has also been ported to Flash by Raitendo. I'm not going to comment on the content of the story, since part of the enjoyment of interactive novels is exploring that for yourself.

The reason I'm blogging about this is to highlight a simple technological solution that can let someone with almost no programming experience create an interactive story. By putting the Flash-ported version of Air Pressure on Newgrounds, Raitendo showed that interactive visual novels can be popular - even among the casual gaming crowd. As I write, Air Pressure's current rating on Newgrounds is 4.14 out of 5! I assume this means that the content of the story was so compelling that most people didn't care that the gameplay only consisted of clicking on one of two buttons to make a choice every few paragraphs, or that the graphics consisted only of monochrome still images.

Joe Rheaume 03/16/2010 - 09:16