ACTION GAMES
- Shoot'em Ups: Spent a little time reliving childhood with a "quick" game of asteroids. Long live the power of the do-over. While I was required to spend 15 minutes on these games (I also played Galagon), I found myself in a pattern of play-lose-play-lose better-play-lose worse-play until I beat my goal set to at least double my score. As a mom with children, I have learned that I must set limits or no one will get dinner. The ability to lose and quickly try again was a great reinforcement to continue my game play. However, I will have to admit my fingers tired quickly from hitting the space bar- and I may need a new keyboard soon.
- Mario Forever and Sonic the Hedgehog: Collecting coins lives on! These action games require quick reflexes to jump and move onto platforms and crush enemies. I was very frustrated using a keyboard once more, but most likely because I am from the joystick era and have experienced these games with controls. These type of games are similar to games created in Scratch by students in my Google CS First. I'm wondering how my students can bring in an educational element. I may have to throw out that challenge.
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- DOOM: I took on this classic First Person Shooter with a gun and good health but not much experience. I was glad to choose my skill level which I guessed was somewhere between "Not Too Rough" and "Hurt Me Plenty". Heading off on a shooting rampage is not my first choice in games, but I did find the element of collecting armor, weapons, and health along the way satisfying. I also enjoyed the problem solving aspect. I can understand the popularity of this type of game.
SIMULATION GAMES
- Sim City: Simulation games have always been favorite games for me. Playing a simple version would be a great experience for my students and give them a chance to "try" building their own city allowing them to make changes to improve their success.
NARRATIVE GAMES
- Zork: For the quest, I was required to play this game for 20-30 minutes, an hour later...yes, I was hooked. Playing Zork, you must rely on problem solving, creative thinking, and perseverance. The story is told in narrative and players respond to the story with commands typed in response to the explanation of their surroundings. Zork would be best described as a choose your own adventure game.
- Peasant's Quest: A narrative adventure game that requires problem solving to win the challenge and become the hero. Simple graphics, easy commands, and arrow keys for movement make the game seem simple, however, the quest takes logic and perseverance. If you are easily frustrated with lack of set rules, this game is not for you. If you enjoy a good challenge and you have a few days with nothing to do... go for it!
- Zelda: Just like I remembered it! Although the game lets you choose your keys, I have to say that the keyboard is just not the same as the controller. But, on to the game. Just as the previous narrative games, Zelda's quest is explained through a narrated story. The game is completed through intuitive trial and error based on clues given in the story. This type of game draws you in with ways to increase your riches and your health built into the quest. Problem solving ability is tested as puzzles are presented throughout the journey. The added element of battle increases the attraction of this game.
- MMORPGs and ARGs: (Massively Multiplayer Online Role Playing Games and Alternate Reality Games) Including games like World of Warcraft are role playing games played by a massive group of people online who take on the persona of the role they play online. Playing together as a community, players work together to meet challenges. I found a team of people, Tyto Online, creating an educational MMORPG advertising and recently fully funded on Kick Starter. I thought this was a great example of how education can take advantage of the popular MMORPGs while tying in education. 39 Clues is an example of an ARG based on a series of books appropriate for middle school ages.
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OTHER GAMES
- Games of strategy: Quest 1 of "other games" had me playing Poker, Chinese Checkers, and Yahtzee. I must admit, I only felt confident playing Yahtzee. In the classroom these games teach students strategy, planning ahead, and (even for me) the consequences of your actions. As I was tempted to reset the game each time I made a poor choice, I wondered how my students would play. Would they reset each time they felt defeat was inevitable? If they did, was that necessarily a bad thing? Could they learn a winning strategy more efficiently with constant trial and error?
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