Sid Meier Civilization • Civilization was also a wonderful way to learn about history. You began as a single group of settlers in 4000 BC and attempted to struggle through to the present day via hundreds of technological discoveries, civic buildings, political systems and military units. Much of the historical content is obviously simplified, but it nonetheless offers an outstanding survey of the multitude ways in which different societies have developed over the last six millennia. Here, the role of the ruler (i.e. you) is important, but the success or failure of your civilization depends just as much on fundamentals such as local terrain and on contingencies such as luck in battle. Social and economic historians would surely approve. The incredible machines • The general goal of the games is to create a series of Rube Goldberg devices: arrange a given collection of objects in a needlessly complex fashion so as to perform some simple task (for example, "put the ball into a box" or "start a mixer & turn on a fan".) • Available objects ranged from simple ropes and pulleys to electrical generators, bowling balls, and even cats and mice to humans, most of which had specific interactions with or reactions to other objects (for example, mice will run towards nearby cheese). The incredible machines • The levels usually have some fixed objects that cannot be moved by the player, and so the only way to solve the puzzle is carefully arrange the given objects around the fixed items. • There is also a "freeform" option that allows the user to "play" with all the objects with no set goal or to also build their own puzzles with goals for other players to attempt to solve. The incredible machines • Notably, the games simulated not only the physical interactions between objects, but also ambient effects like varying air pressure and gravity. • The engine does not use a random number generator in its simulation of physics, assuring that the results for any given "machine" are reproducible. • There are also hints. (For example "Place the toaster here" or "We need to move that cat with a conveyor belt"). Educational importance • Learners can control their navigation of the games. • Games can be adapted to the individual pace of the learner • Game-based tasks may require students to formulate hypotheses and experiment Games Encourage Interactive Learning First of all, good learning allows the student to be a producer rather than a passive consumer of his own learning. Games also feature inquiry-based learning. Games Provide Feedback and Adapt to the Learner • Games allow players to customize their difficulty level or style of play. Students in the traditional classroom may feel material is too hard or too easy, and they cannot try on different learning styles Games Utilize Situated Meanings • Traditional classrooms tend to focus heavily on facts, definitions and isolated events, and another of Gee's learning principle is that “humans are poor at using verbal information when given lots of it out of context and before they can see how it applies in actual situations” . Games act as learning scaffolds, delivering information to the player just in time when they need to use it Games Create Meaningful Experiences • As players explore their game world, they also create memorable, rich experiences which can be used to retrieve and reflect upon knowledge. • As concepts become more difficult in school, “students no longer see science as connected to the real world and lose interest in the subject”. • taking on the role of a scientist or mathematician, players can watch how their knowledge applies in these realistic simulations. Games Let Students Experience the Impossible • games let students experience it and actively seek out the information themselves, encouraging students to use problem-solving and scientific inquiry skills. • Games allow students to immerse themselves in a concept without a constricted approach. Games Can Facilitate Technology Literacy Handheld device for Environmental Detectives from the MIT Education Arcade